CHARACTER CREATION FANTASY AGE RPG BY GREEN RONIN PUBLISHING MAKING A CHARACTER IN 9 EASY STEPS Create a Character Concept this is a rough idea of the sort of character youd like to play Determine Abilities These are your characters core physical and mental abilities
Chose a Race You character can be elf, dwarf, gnome, Halfling, human or orc Determine Social Class & Background Your background is what you did before becoming an adventurer Choose a Class This is your characters calling in life. You can choose mage, rogue or warrior
Pick Starting Equipment Your character needs gear before the adventure begins Calculate Defense This helps your character survive combat ABILITIES Accuracy represents your characters physical precision & skill with finesse and ranged weapons, such as bows & rapiers.
Communication covers your characters social skills, personal interactions, and the ability to deal with others. Constitution is your characters fortitude and resistance to harm. Dexterity encompasses your characters agility, hand-eye coordination, and quickness.
Fighting is your skill at combat with heavier weapons, such as axes & spears. Intelligence is a measure of your characters smarts, knowledge & education. Perception covers all of the senses and the ability to interpret sensory data.
ABILITY OPTION 1: ARRANGING ABILITIES In this option you roll your abilities randomly as described later. You can assign the results however you wish, so you can decide which rating goes with which ability. Roll 9 times and use the Determining Abilities table to note the results on a piece of paper. Then assign each rating to the ability of your choice ABILITY OPTION 2: BUYING ABILITIES In this option your characters abilities start at 0 and you get ten advancements to increase them. Each advancement you spend raises an ability by 1, but no ability can be greater than 3.
You must spend all 10 advancements. Race and backgrounds then modify these starting ratings as normal. Note: Does not allow you to make some abilities worse so you have more advancements to spend on others. DETERMINING ABILITIES (OPTION 1) Roll all three 6 sided dice (3d6) Add them together Use the Determining Abilities chart (pg 10) to score
Repeat 9 times Assign ability scores ABILITY FOCUSES A focus give a +2 to the base ability Focuses are gained through character creation background, classes, & talents. Additional focuses are gained through level advancement. RACE Race selection has concrete effects on your developing character.
Your choice of race will modify one or more of your abilities, give your one or more focus(es), determine the languages you can speak & write, and possibly provide other benefits as well. Once you decide on a race, youll get certain benefits automatically, plus two more rolled on a random table. The core rule book covers what are considered the classic fantasy races. Your campaign setting may have some more unusual options. Your GM will let you know it thats the case. DWARF
Add 1 to your Constitution ability Pick one of the following ability focuses: Constitution (drinking) or Intelligence (Evaluation) You have Dark Sight, which allows you to see up to 20 yard in darkness without a light source
Your Speed is equal to 8 +Dexterity (minus armor penalty if applicable) You can speak & read Dwarven & Common Roll twice on the Dwarf Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the
ELF Add 1 to Dexterity ability Pick one of the following ability focuses: Intelligence (Natural Lore) or Perception (Seeing) You have Dark Sight, which allows you
to see up to 20 yards in darkness without a light source Your Speed is equal to 12 +Dexterity (minus armor penalty if applicable). You can speak & read Elven & Common
Roll twice on the Elf Benefit table for additional benefits. Roll 2d6 & add the dice together. If you get the same GNOME Add 1 to Dexterity ability Pick one of the following ability focuses: Constitution (Stamina) or Dexterity (Legerdemain).
You have Dark Sight, which allows you to see up to 20 yards in darkness without a light source. Your Speed is equal to 8 +Dexterity (minus armor penalty if applicable) You can speak & read Gnomish and Common.
Roll twice on the Gnome Benefit table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get HALFLING Add 1 to your Dexterity ability Pick one of the following ability focuses: Communication (Bargaining) or Dexterity (Stealth) You Speed is equal to 8 +Dexterity
(minus armor penalty if applicable). You can speak & read Halfling and Common Roll twice on the Halfling Benefits table for additional benefits. Roll 2d6 and add the dice together. If you the same result twice, re-roll until you get something different. HUMAN Add 1 to your Fighting ability
Pick one of the following ability focuses: Dexterity (Riding) or Constitution (Swimming) You Speed is equal to 10 + Dexterity (minus armor penalty if applicable)
You can speak & read common Roll twice on the Human Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, reroll until you get something ORC Add 1 to your Strength ability
Pick one of the following ability focuses: Constitution (Stamina) or Strength (Might) You have Dark Sight, which allows you to see up to 20 yards in the darkness without a light source You Speed is equal to 10 +Dexterity (minus armor penalty
if applicable) You can speak & read Orcish and Common Roll twice on the Orc Benefits table for additional benefits. Roll SAURIAN Add 1 to your Strength ability Pick one of the following focuses:
Intelligence (Scientific Lore) or Willpower (Self-Discipline) Your Speed is equal to 10 +Dexterity (minus armor penalty if applicable) You can speak & read Saurian and Common Roll twice on the Saurian Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.
SOCIAL CLASS Outsider: Strangers, outcasts, or vagabonds that may hove had a home at some time, but now find themselves in a new land. Lower: Backbreaking labor or work at jobs that pay little more than room and board. Middle: Well-paying jobs or benefits from families who can support them.
Upper: Wealthiest and most connected of all the classes. BACKGROUNDS BACKGROUNDS CLASS DESCRIPTIONS Primary Abilities: A class has four primary abilities. These are the abilities most important to the class and the ones used most often. Secondary Abilities: A class has five secondary abilities. These abilities are not as important as primary abilities, but can be useful in the right circumstances.
Starting Health: Health is a measure for your characters fitness & wellbeing. Weapon Groups: Your class determines the weapons your character knows how to use. Class Powers: A class provides your character with a variety of special powers, such as ability focuses and talents. These powers are listed by level in each class description. MAGE Primary Abilities: Accuracy, Intelligence,
A device though which a mage can focus magical energy. Arcane Blast: If you are holding your arcane device, you can make a special Ranged Attack that damages foes with a blast of magical energy. Resolved like a ranged attack, but the attack roll is an Accuracy (Arcane Blast) test. Range 16 yards & inflicts 1d6 + Willpower damage. Requires no magic points. Magic Training:
Begin with 2 magic talents & 4 ROGUE Primary Abilities: Accuracy, Communication, Dexterity & Perception Secondary Abilities: Constitution, Fighting, Intelligence, Strength & Willpower Starting Health: 25 + Constitution + 1d6 Weapons Group: Brawling, Light Blades, Staves & either Black Powder or Bows
ROGUE CLASS POWERS: LEVEL 1 Pinpoint Attack: Once per round, you can add 1d6 to the damage of a successful attack if your Dexterity is greater than your opponents. Rogues Armor: Ignore the Armor Penalty of leather armor. It affects neither Speed nor Dexterity.
Starting Talents: Novice in one of the WARRIOR Primary Abilities: Constitution, Dexterity, Fighting & Strength Secondary Abilities: Accuracy, Communication,
Intelligence, Perception & Willpower Starting Health: 30 + Constitution + 1d6 Weapons Groups: Brawling, plus any 3 of the following; axes, black powder, bludgeons, bows, heavy blades, light blades, spears or staves. WARRIOR CLASS POWERS: LEVEL 1 Starting Talents: Novice in 2 of the following talents: Archery Style, Dual Weapon Style, Pole Weapon Style, Single Weapon Style, Throwing Weapon Style,
Two-Hander Style, Unarmed Style, Weapon & Shield Style. Also start as a Novice in Armor Training TITANSGRAVE CLASS MODIFICATIONS Rouges Weapons Group: Blaster Pistols, Brawling, Light Blades, Staves & either Blaster Longarms or Bows. Warriors Weapons Group: Brawling, plus any 4 of the following; Axes, Blaster Pistols, Blaster Longarms,
Bludegeons, Bows, Heavy Blades, Light Blades, Spears, or Staves. Warriors Starting Talents: add Blaster Weapon Style to the list of available starting talents. Warrior starting armor is scout armor. All characters start with 3 Fulgin batteries. DEFENSE DEFENSE = 10 + DEXTERITY + SHIELD BONUS (IF APPLICABLE)
STARTING EQUIPMENT A backpack, travelers garb, & a waterskin Mage: one weapon & an arcane device Rogue: light leather & two weapons Warrior: heavy armor & 3 weapons If you choose a bow or crossbow, you get a quiver of 20 arrow or
bolts 1 Gold Piece = 10 Silver Pieces = 100 Copper Pieces If you have the Weapons & Shield talent, you get a medium shield ARMOR Armor Rating: When you take damage, subtract the armor
rating before losing health each time you are hit. Armor Penalty: The penalty applies to speed if you are training, but ARMOR: TITANSGRAVE SHIELDS If you are carrying a shield, you get the listed
bonus to your defense. Without the Weapon & Shields Talent the highest bonus you receive is a +1 WEAPONS: MISSILE WEAPON RANGES WEAPONS: TITANSGRAVE WEAPON RANGES WEAPONS: TITANSGRAVE Weapon Batteries Fulgin M:
10 charges Fulgent: 20 charges Carsilorate: 50 FANTASY AGE CORE
RULES COMBAT, EXPLORATION & ROLEPLAYING STUNT POINTS When doubles are rolled on certain types of test, this generates stunt points (SP) Combat Stunts Spell Stunts Exploration Stunts Roleplaying Stunts 2d6 of one color and 1d6 off a different color which will be your stunt die.
If doubles are rolled the number on the stunt die is the number of points available to use on the stunt ABILITY TESTS Test Result =3d6 + Ability + Focus (+2 if applicable) Making an opposed test Compare the test results. If you beat your opponents test result, you win.
If there is a tie, whoever rolled higher on the stunt die wins. If there is still a tie, both re-roll the test ROLL FOR INITIATIVE Dexterity (Initiative) ability test Arranged highest to lowest Each player turn gets one Major Action & one Minor Action or two Minor Actions. MAKING ATTACKS Pick a target (2yds for melee; in range for
missile) Attack roll = Ability Test based on the weapon group in use + Focus (+2 if applicable) + other bonuses Your target number is your opponents defense If you test result is equal to or greater than your opponents defense, your attack has hit. INFLICTING DAMAGE Roll your weapons damage and add your Strength ability and any other relevant modifiers (for bows add Perception instead of Strength)
Subtract the Armor Rating of your opponents armor (unless penetrating damage, in which case skip this step) The result is the Health damage on your opponent KILLING CHARACTERS Players whose health reaches 0 (there is no negative health) Players will die after a number of rounds equal to 2 + Constitution
unless they receive healing. Players at 1 Health are knocked our and will regain consciousness in 2d6 GRENADES Prepare the grenade, if you do not throw the grenade in the same round you prepare it, you become susceptible to the Kaboom! Pick a target 8 yards away. Throw is graded on the target number difficulty of the throw Target Number 11 Dexterity (Grenades) test.
Success it explodes, fails 1d6 yards of the GMs choosing HEALING Another character can aid you with a Heal action. You cant benefit from another Heal action until you take more damage. Take a breather, 5 + Constitution + Level in Health Sleep, 6 hours = 10 + Constitution +
MAGIC Magic Points: Level 1 = 10 + Willpower + 1d6 Mages can use armor but must use a MP to account for strain CASTING SPELLS Casting Roll = 3d6 + Intelligence + Arcana Focus (if applicable)
If your casting roll equals or exceeds the spells target number, you successfully cast the spell. If not the spell fizzles out and has no effect. Either way you have to spend the magic points. Spellpower (on certain spells) = 10 + Willpower + Arcana Focus (if applicable) REGAINING MAGIC POINTS For each full hour of rest and/or meditation, you get back 1d6 + Willpower magic points If you manage 8 hours of interrupted rest
and/or meditation, you get back all your magic points.
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