Fantasy AGE - Basic Rulebook.pdf
(
8581 KB
)
Pobierz
lead design and development:
chris pramas
additional design:
joseph d. carriker, seth johnson, steve kenson,
jon leitheusser, jack norris, and owen k.c. stephens
editing:
evan sass
proofreading:
jon leitheusser, steve kenson, and jamie wood
art direction and graphic design:
hal mangold
cartography:
andy law
cover art:
svetoslav petrov
back cover art:
carlos villa and brian hagan
interior art:
justin adams, kyle anderson, marius andrei, ivan dixon,
olga drebas, talon dunning, mikhail grueli, brian hagan, matt hansen,
ilich henriquez, david hueso, stephanie pui-min law, joel lagerwell, todd lockwood,
britt martin, rick otey, ozan art, mirco paganessi, james ryman, wayne reynolds,
alex stone, michael sutfin, christophe swal, e.i. vidal, and carlos villa
green ronin staff:
joe carriker, steve kenson, jon leitheusser, nicole lindroos,
hal mangold, jack norris, chris pramas, donna prior, evan sass, marc schmalz,
owen k.c. stephens, and barry wilson
Special thanks to Laura Bailey, Hank Green, Alison Haislip, Yuri Lowenthal, and Wil Wheaton
for showing the world what
Fantasy AGE
can do in
Titansgrave: The Ashes of Valkana!
Fantasy AGE Basic Rulebook
is © 2015 Green Ronin Publishing, LLC. All rights reserved. Reference to other
copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.
G
reen
r
onin
P
ublishinG
3815 S. Othello St.
Suite 100, #304
Seattle, WA 98118
www.greenronin.com
Green Ronin, Adventure Game Engine,
and their associated logos are trade-
marks of Green Ronin Publishing
P
rinted in
C
anada
.
table of contents
introduction........................................3
chapter 1
:
character creation.........8
Getting Started ...............................................8
Making a Character in 9 Easy Steps ...........8
Character Concept ..........................................9
Abilities............................................................9
Determining Abilities...............................10
Ability Focuses ..........................................10
Race .................................................................10
Dwarf ..........................................................11
Elf ................................................................11
Gnome ........................................................12
Halfling
......................................................12
Human .......................................................13
Orc...............................................................14
Backgrounds..................................................15
Social Class Descriptions .........................15
Background Descriptions ........................15
Classes ............................................................19
Class Descriptions ....................................19
Mage ...........................................................20
Rogue..........................................................22
Warrior .......................................................24
Starting Equipment .....................................26
Defense ..........................................................28
Names .............................................................28
Goals and Ties ..............................................28
chapter 4: Equipment........................53
Currency.........................................................53
Armor and Shields .......................................53
Armor and Shield Details ........................53
Armor and Shield Descriptions ..............54
Weapons.........................................................54
Weapon Training ......................................54
Weapon Details .........................................54
Missile Weapons .......................................55
Weapon Descriptions ...............................55
Grenades ........................................................57
Character Gear ..............................................58
Traveling and Adventuring ....................58
Carrying and Storage ...............................60
Tools ...........................................................60
Clothes and Fashion .................................61
Trade Goods and Raw Materials ............63
Professional Gear ......................................63
Home and Hearth .....................................64
Food and Lodging ....................................65
Arcana and Magic Talents ..........................66
Arcana Focuses .........................................66
Learning Spells .............................................66
Magic Points..................................................66
Spells and Armor ......................................67
Casting Spells ...............................................67
Spellpower .................................................67
Regaining Magic Points ...........................67
Spell Format ..................................................67
Spell Stunts ...................................................68
Arcana and Spells ........................................68
Air Arcana .................................................68
Divination Arcana ....................................69
Earth Arcana..............................................69
Fate Arcana ................................................70
Fire Arcana ................................................71
Healing Arcana .........................................72
Heroic Arcana ...........................................73
Lightning Arcana ......................................73
Power Arcana ............................................74
Shadow Arcana .........................................75
Water Arcana ............................................75
Wood Arcana ............................................76
Roleplaying and the Rules .........................98
Combat Considerations ..............................99
Major and Minor NPCs ...........................99
Surprise ....................................................100
Attack Rolls and Circumstance ............100
Morale ......................................................101
Handling Hazards ......................................101
chapter 9: Adversaries...................103
Statistics Format ......................................103
NPCs and Classes ...................................103
Adversary Focuses .................................103
Adversary Threat....................................103
Beefing Up Adversaries
.........................104
Other NPCs..............................................104
Non-Combatants ....................................104
Adversaries ..................................................105
Bandit .......................................................105
Demon-Soldier ........................................105
Dragon......................................................106
Giant .........................................................107
Giant Spider.............................................107
Goblin .......................................................108
Golem .......................................................109
Manticore .................................................109
Medusa .....................................................110
Ogre ..........................................................111
Orc.............................................................111
Serpentfolk...............................................112
Spectre ......................................................113
Walking Dead .........................................113
Special Powers ............................................114
Level Advancement ...................................115
Level Rewards .........................................115
Experience Point Rewards.....................116
Reputation ...................................................117
Goal Fulfillment
.........................................117
Treasure........................................................117
Magic Items .................................................118
Rarity of Magic Items .............................118
Magic Item Benefits
................................118
Using Magic Items ..................................118
Temporary Magic Items ........................119
Permanent Magic Items .........................120
Using a Pre-Built Setting ..........................122
Freeport ....................................................122
Inspirational History ..............................122
Building a Setting ......................................123
Good Rules of World Building ...............125
chapter 5: magic.................................66
chapter 2: basic Rules.......................29
Player Basics..................................................29
Ability Tests ..................................................30
Stunt Points................................................30
Types of Tests ............................................30
Tests and Time ..........................................31
Degrees of Success ....................................32
Narrative Time..............................................32
Action Time ...................................................32
Taking Actions ..........................................33
Major Actions ............................................33
Minor Actions ...........................................33
Variable Actions........................................34
Combat Encounters......................................34
Making Attacks .........................................34
Inflicting Damage
.....................................35
Killing Characters .....................................35
Combat Stunts ...........................................36
Grenades ....................................................37
Mounts and Combat.................................38
Flying Combatants ...................................38
Minor Actions ...........................................39
Major Actions ............................................39
Health and Healing......................................39
Ability Focuses .............................................40
Improving Focuses ...................................41
Talents ............................................................42
Specializations ..............................................47
Arcane Scholar ..........................................48
Assassin......................................................48
Berserker ....................................................48
Duelist ........................................................49
Elementalist ..............................................49
Guardian ....................................................50
Knight .........................................................50
Mage Hunter .............................................51
Miracle Worker .........................................51
Sharpshooter .............................................51
Swashbuckler ............................................52
Sword Mage ..............................................52
chapter 10: Rewards........................115
chapter 6: Stunts..............................77
Exploration and Roleplaying Stunts ........77
The Basics...................................................77
Which Stunts Can I Use? .........................78
Stunt Notes and Test Restrictions ..........80
The GM’s Job ................................................82
Preparing Adventures .............................82
Adjudicating the Rules ............................82
Running the Game Session .....................83
Planning the Campaign ...........................83
Adjudicating the Rules ...............................83
Secret Tests ................................................83
Game Master Fiat......................................83
Creating Adventures ...................................84
Running a Game Session ...........................85
Planning a Fantasy Age Campaign...........93
GM Dos and Don’ts .....................................95
chapter 11: the campaign setting....122
chapter 7: the game master.............82
chapter 3: character options.........40
chapter 12: adventures
in highfalls swale........................128
Highfalls Swale .........................................128
Adventure: Choosing Night .....................131
Adventure Summary .............................132
Part 1: A Fateful Night ...........................132
Part 2: Gathering Mists ..........................136
Part 3: The Sorceress’ Tower .................137
Epilogue ...................................................138
Further Adventures ................................139
Appendix: Arcane Spirits ......................139
chapter 8: mastering the rules.....96
Mastering Ability Tests ..............................96
Basic Tests ..................................................97
Opposed Tests ...........................................98
Advanced Tests .........................................98
fantasy age glossary.......................140
index...................................................142
2
Chapter 0
-
Introduction
table of contents
elcome to
Fantasy AGE,
a roleplaying game that
lets you be the hero in your own sword & sorcery
adventures. In
Fantasy AGE
you and your friends
take on the personas of warriors, mages, and
rogues in a fantastical world and try to make your names by
overcoming sinister foes and deadly challenges. You may face
down a monstrous ogre in ancient dwarven ruins, engage in
a duel of wits with a haughty noble, or uncover the secrets of
lost civilizations. You may win renown or you may die alone
in the trackless wilderness. Whatever your fate, your story is
your own to tell. In
Fantasy AGE
you make the choices and try
to survive the consequences.
w
introduction
but begins as just another hungry adventurer scrabbling for
glory. You do not get to start play as a knight or master mage.
Those are positions that must be earned, and that’s what
playing the game is all about.
Your character is your primary responsibility as a player in
an RPG. This is your alter ego in the fantasy world where
your adventures takes place. Over the course of many game
sessions, your character will grow and change, but every
hero needs a starting point. That is exactly what
C
haPter
1:
C
haraCter
C
reation
provides, giving you not only game
stats—the abilities and corresponding numbers that tell you
what your character is good at—but also a character concept,
starting goals, and ties to other Player Characters. Once play
begins the portrayal and development of your character is all
up to you. Playing your character, achieving goals, and navi-
gating the perils of a fantasy world—this is the fun of playing
an RPG.
what is a
roleplaying game?
Fantasy AGE
is what’s known as
a tabletop roleplaying game, so
named because you usually play
while sitting around a table with
your friends. The action is similar to
computer roleplaying games. You will
play a character who goes on exciting
and dangerous adventures in a fantasy
world. The difference is that you do it
all with your imagination instead of
a computer. One person must be the
Game Master (GM). The GM pres-
ents the story and acts as a referee.
Those remaining are the players.
Each player makes a character and
roleplays him or her in the ensuing
adventures.
playing your
character
“W
hat do you do
?”
When playing an RPG, that’s the
question you must ask yourself
all the time. The Game Master will
describe a situation, framing a scene
for one or more of the Player Char-
acters. It is then up to you to decide
what your character does and why.
You tell the GM what you want to
do, as do the other players, and
then you all work out what happens. Sometimes, you use dice
to resolve actions. Other times, you simply interact with the
other players and the characters portrayed by the GM, which
are known as Non-Player Characters, or NPCs.
If you don’t grasp how this works, don’t worry. Keep reading
and by the time you finish the introduction, you should
understand the basics of tabletop roleplaying and the
Fantasy
AGE
RPG.
getting started
“W
ho are you
?”
This is the question to keep in mind when making decisions.
When you create your character, you will decide on some
traits and goals as a starting point. You can then flesh out
your PC, and there are two basic approaches to this. The
first is to paint your character in a few broad strokes and
then jump right in to playing. The intention here is to come
up with details about your character during play, often by
using the springboard of the current adventure to create
touchstones to your character’s past. This is a common
storytelling technique and a perfectly valid approach if you
don’t want to spend a lot of time working on your character
before starting play. The second approach is to come up with
a lot of details and roleplaying ideas before the first session.
If you can come to the table with a good idea of who your
character is before the first die is rolled, that can help get the
game going.
However you approach your character, playing the game will
help you refine your ideas. After you have played your char-
acter for a while, you should have a strong sense of person-
The first thing you need is a group of friends to play with,
and one of you must take on the role of Game Master, or GM.
While you can play with as small a group as one GM and one
player, the game works best with one GM and three to five
players. It is possible to play with more players, but that can
slow down the pace of the game.
The GM has a key position, so try to make sure that he or she
really wants the job. Running a game is fun, but it’s a different
experience than playing. The second half of this book (starting
with
C
haPter
7: t
he
G
ame
m
aster
), explains the GM’s role in
detail. The GM (and only the GM) should read that part of the
book. If you are a player, you should only read the first half of
the book (C
haPters
1-6).
Once you’ve settled on a GM, everyone else needs to make
characters, known as PCs or Player Characters. In
Fantasy
AGE
your character has the potential to become a great hero,
introduction
3
the adventure game engine
Fantasy AGE’s
rules system is known as the
Adventure Game Engine
(or
AGE).
It was
originally designed for the
Dragon Age
RPG, also by Green Ronin Publishing. If you
learn
Fantasy AGE,
you can easily pick up
Dragon Age
and vice versa. The games are
not identical but they share the same DNA.
One of the goals of
Fantasy AGE
was to create a baseline for the Adventure Game
Engine. That’s one reason this is called the
Basic Rulebook
(the other is that it is
friendly to people who have not played tabletop RPGs before). Green Ronin will be
expanding
AGE
in different directions and exploring other genres over the coming
years, starting with
Blue Rose: The RPG of Romantic Fantasy
in 2016.
Fantasy AGE
will
be the basis of that development, so learning the rules will be a portal to a whole family of related games.
ality and an intuitive sense of what your character would do
in a particular situation. Of course, not all situations present
easy choices. It is from difficult choices that tension and
drama emerge.
adventure,
campaign, and setting
An adventure is a discrete story and scenario in an RPG. You can
think of it as a single novel or an episode of a TV show. There
may be several plot threads, but in the end it tells one story. The
difference between a roleplaying adventure and a book or show
is that you have authorship. The decisions made by you and
your fellow players drive the story to its exciting conclusion.
A campaign is a series of interlinked adventures. If an adventure
is a novel or TV show, a campaign is a series or a season. Some
adventures may have self-contained plots, while others will tie
together to tell a larger story. During a campaign the charac-
ters of the adventuring group earn experience points and gain
levels. Over time they will gain more powers and abilities, face
greater challenges, and perhaps gain renown for their deeds.
A full
Fantasy AGE
campaign will take characters from levels 1
through 20, and provide hundreds of hours of game-play and
entertainment.
The game takes place in a fantasy world, though which one
is up to your group. There are many worlds to choose from,
or you can have the fun of making up your own. Since the
world is where your campaign takes place, it is known in
RPG parlance as a “campaign setting” or just setting for short.
The GM can find out more about them in
C
haPter
11: t
he
C
amPaiGn
s
ettinG
.
J
aCk
(Gm):
You’ve been traveling for several hours under the
hot midday sun. The road passes through a small forest
and for a few minutes at least you find some respite in the
shade the trees provide. As you emerge on the other side
of the forest, you see a caravan up ahead. It is not moving,
but neither has it set up camp.
k
ate
(r
oGue
):
Do I see any guards around the caravan?
J
aCk
(Gm):
Make a Perception (Seeing) test and tell me your
result.
k
ate
(r
oGue
):
[Rolls dice] I got a 13.
J
aCk
(Gm):
Good roll. Your eyes quickly adjust to the sunlight
and you scan the caravan. You see many carts and wagons
but no people. The only things moving are the draft
animals and they seem restless.
n
iCole
(W
arrior
):
This doesn’t look good. I want to take a
closer look.
J
aCk
(Gm):
Just you, or are you all going?
C
hris
(m
aGe
):
Let’s all go. If this is a trap, better to be together
than separated.
k
ate
(r
oGue
):
Why don’t you two go straight up the road
and I’ll swing around the right side and approach from
there. I’ll try to move quietly, crouched down with my
bow out.
n
iCole
(W
arrior
):
My two-handed axe is at the ready and I’m
heading straight up the road.
C
hris
(m
aGe
):
I stay behind the warrior and keep an eye on
the woods as we advance. We don’t need any surprises
from that direction.
J
aCk
(Gm):
You approach the caravan and no threats emerge.
When you get close, you see the bodies. There are at least
six corpses spread out around the carts. They look like
dwarves.
n
iCole
(W
arrior
):
That seems strange.
C
hris
(m
aGe
):
Not really. My dwarf cousins are great
merchants. They buy and sell all over.
k
ate
(r
oGue
):
How did they die? Do I see any arrows sticking
from the corpses?
J
aCk
(Gm):
You can try to figure that out with a Perception
(Seeing) test or an Intelligence (Healing) test.
k
ate
(r
oGue
):
I’m better at Perception so I’ll stick with that.
[Rolls dice] Ha, I got a 15 this time.
example of play
What follows is an example of play with three characters. This
should give you an idea of what a game of
Fantasy AGE
is like.
You’ll note various points where the example refers to dice
rolling and its results. You don’t need to worry about the partic-
ulars of that right now. Just follow along with the action and
see how the GM uses the rolls to test the skill of the characters.
In this example Jack is the Game Master (GM). Kate is playing
an elf rogue named Najah, Chris is playing a gnome mage
named Varuker, and Nicole is playing a human warrior
named Brigitte.
4
introduction
Plik z chomika:
Matrinicz
Inne pliki z tego folderu:
Fantasy AGE - Core Rulebook 2nd Edition.pdf
(70847 KB)
Fantasy AGE - 14 New Fantasy AGE Races.pdf
(5355 KB)
Fantasy AGE - Companion.pdf
(24452 KB)
Fantasy AGE - Campaign Builder's Guide.pdf
(28437 KB)
Fantasy AGE - Encounters - Children's Crusade.zip
(2199 KB)
Inne foldery tego chomika:
AGE - różne
Cthulhu Awakens
Dragon Age
Dragon Age (h- 1243)
Modern AGE
Zgłoś jeśli
naruszono regulamin