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Free-Form FAGE - Essentials PDF

This document provides an essential summary of character creation rules for a fantasy roleplaying game called Free-Form FAGE. It allows for maximum character flexibility by giving players advancement points to design their character as they choose, rather than selecting a background, race, and class. Players choose a race, starting abilities, focuses, and talents using advancement points. Additional points are received at each level to further customize the character. New talents are introduced to replace essential class abilities. The summary is intended to maximize character possibilities while including only the most basic rules changes.

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Michael Bower
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0% found this document useful (0 votes)
248 views

Free-Form FAGE - Essentials PDF

This document provides an essential summary of character creation rules for a fantasy roleplaying game called Free-Form FAGE. It allows for maximum character flexibility by giving players advancement points to design their character as they choose, rather than selecting a background, race, and class. Players choose a race, starting abilities, focuses, and talents using advancement points. Additional points are received at each level to further customize the character. New talents are introduced to replace essential class abilities. The summary is intended to maximize character possibilities while including only the most basic rules changes.

Uploaded by

Michael Bower
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 6

Version 2.

FREE-FORM FAGE
- ESSENTIALS -
by DracoDruid

CHARACTER CREATION
Free-Form FAGE is intended to maximize character possibilities of GREEN RONIN’S FANTASY AGE system.
Instead of choosing a BACKGROUND, RACE and a CLASS, you simply make some basic concept choices and
get a number of ADVANCEMENT POINTS to design your character as you see fit.
In this ESSENTIALS version, only the most basic rules and changes are listed.
Made for fans by fans, not for sale or auction. You may freely distribute, print and copy this work.
If you incorporate any part of these rules, you may not charge money for it.
Also, a little named credit is always appreciated.

STEP ONE: CONCEPT & STORY


The first step is to gain a clear image of your future character. Where does he come from? What kind of
person is he? What are his goals and motivations? What does he like? What does he fear or hate?
Consult your GM about what kind of characters he sees fit for his campaign and get his approval before
going to the next step.

STEP TWO: CHOOSE RACE


Choose your character to be of any RACE available for your campaign. You gain the following benefits:
 You gain the SPEED of your RACE
 You gain any SPECIAL ABILITIES listed for your RACE
 You can speak the COMMON TONGUE (if there is one)
 You can speak your RACIAL TONGUE (if there is one)
However, you do NOT receive the free ABILITY INCREASES or ABILITY FOCUSES, and you do NOT roll for RACIAL
BENEFITS.
If your character should be able to read and write one or more of his starting languages, take the appropriate
ADVANCEMENTS in the following creation step.

STEP THREE: STARTING ABILITIES, FOCUSES & TALENTS


After selecting your RACE, your character starts at LEVEL 1 and receives 40 ADVANCEMENT POINTS (AP)
which you may freely use to buy ADVANCEMENTS from the list below (see page 2).
 All your ABILITIES start at 0 (zero) and no ABILITY may start higher than 4 (four)
 You always start with the WEAPON GROUP (Brawling) TRAINING for free
 No TALENT may be taken or improved more than once per LEVEL (including 1st LEVEL)

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Version 2.5

STEP FOUR: HEALTH


Your HEALTH starts at: 20 + 2 x CONSTITUTION.
Your HEALTH increases by an additional number per LEVEL equal to your CONSTITUTION + 1.
If your CONSTITUTION permanently changes, recalculate your maximum HEALTH, using:
19 + CONSTITUTION + [LEVEL x (CONSTITUTION + 1)].

STEP FIVE: LEVEL ADVANCEMENTS


Whenever you advance to a new LEVEL, you receive a number of additional ADVANCEMENT POINTS which
you may spend as you see fit (see TABLE 1, below). You can also save AP to be used in future LEVEL
ADVANCEMENTS. When your character reaches a certain LEVEL, he also gains the following special benefits:

LEVEL 6 BONUS: You can always add an applicable ABILITY FOCUS to the result of the STUNT DIE when
determining the DEGREE OF SUCCESS of an ABILITY TEST. Note that this applies to DEGREE OF SUCCESS only,
not to the generation of STUNT POINTS.
LEVEL 11 BONUSES: You can take any ABILITY FOCUS you already possess for an additional time now. Doing
so increases the bonus from +2 to +3. In addition, when rolling a double on a test you made using such an
ABILITY FOCUS, you generate one additional STUNT POINT.

LEVEL 20 BONUS: When a character reaches LEVEL 20, he is considered truly EPIC. Choose any one category
of STUNTS (COMBAT, EXPLORATION, ROLEPLAYING, or SPELL). Whenever you trigger a STUNT of the chosen
type, you generate 1 additional STUNT POINT.

TABLE 1: ADVANCEMENT POINTS PER LEVEL TABLE 3: ADVANCING ABILITIES

Level AP New Rating* AP Cost


1 40 points up to 5 2 points
2, 4, 6, … 5 points 5 to 8 4 points
3, 5, 7, … 6 points 9 to 12 6 points
* Each ABILITY may only be increased
one step per LEVEL after 1st. You may
not skip Ratings.

TABLE 2: ADVANCEMENTS
ABILITY ADVANCEMENT see TABLE 3
ABILITY FOCUS 1 AP
LANGUAGE / ALPHABET 1 AP
SPECIALIZATION DEGREE * 2 AP **
TALENT DEGREE / ARCANA DEGREE 2 AP **
TRAINING IN A WEAPON GROUP 1 AP
* You may take your first SPECIALIZATION beginning at LEVEL 6, and a second SPECIALIZATION beginning at LEVEL 13
** Each TALENT, ARCANA or SPECIALIZATION may only be increased one DEGREE per LEVEL including 1st

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LANGUAGES & ALPHABETS


Depending on your campaign, several languages might share an alphabet. If so, you only ever need to learn
a particular alphabet once, in order to read and write any language associated with it.
In order to read or write a language, you must both be able to speak the language and you must know the
corresponding alphabet.

NEW TALENTS
Since there are no more classes, TALENTS can be taken by any character as long as that character fulfills the
remaining REQUIREMENTS. In addition, the following talents are added to emulate essential class abilities,
which else were lost.

ARCANE BLAST (NEW)


REQUIREMENT: MAGICAL TRAINING [NOVICE]
You have learned to focus raw magical power through your ARCANE DEVICE.
NOTE: To emulate the “lost” SPELL BLAST ability, take SPECIALTY STUNT (Fast Casting), since the ARCANE
BLAST is now entitled to SPELL STUNTS instead of COMBAT STUNTS.
NOVICE: If you are holding your ARCANE DEVICE, you can make a special RANGED ATTACK that damages
foes with a blast of magical energy. This is resolved like a normal RANGED ATTACK (using SPELL STUNTS), but
the ATTACK ROLL is an ACCURACY (Arcane Blast) test. An ARCANE BLAST has a range of 16 yards and inflicts
1d6 + WILLPOWER damage. It requires no MAGIC POINTS to make this attack.
JOURNEYMAN: The range of your ARCANE BLAST attack becomes 24 yards. (Big Blast)
MASTER: You can increase the damage of an ARCANE BLAST by 1d6 by spending 2 MAGIC POINTS before
making the ATTACK ROLL. You cannot do this more than once per attack. (Power Blast)

MAGICAL TRAINING (NEW)


REQUIREMENT: WILLPOWER 2 or higher
This is the most important of the mage’s powers, as it allows a mage to cast spells using MAGIC POINTS. In
addition, only characters with this talent may learn ARCANA TALENTS.
NOVICE: You have learned to channel magic. You start with a number of MAGIC POINTS equal to 10 + 2 x
WILLPOWER and you gain WILLPOWER + 1 more whenever you gain a new LEVEL. You must keep track of
your current MAGIC POINTS; this is a measure of how much magical power is at your command at any given
time. You spend MAGIC POINTS when you cast spells; you can regain them through rest and meditation. If
your WILLPOWER permanently changes, recalculate your total MAGIC POINTS, using:
9 + WILLPOWER + [LEVEL x (WILLPOWER + 1].
In addition, each mage has an ARCANE DEVICE through which they can focus magical energy. The exact
nature of the ARCANE DEVICE differs from mage to mage. It could be a staff, wand, holy symbol, amulet, etc.
You should decide what form your ARCANE DEVICE takes when you make your character. If you lose your
ARCANE DEVICE, you can attune a new one to you by spending one hour and 5 MAGIC POINTS to do so.
JOURNEYMAN: You cast spells with great confidence. You gain a +1 bonus to your SPELLPOWER and to all
your SPELLCASTING TESTS.

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MASTER: Magic flows through your veins. You gain a number of additional MAGIC POINTS equal to your
current LEVEL. In addition, you receive one additional MAGIC POINT on each subsequent LEVEL. If your
WILLPOWER permanently changes, recalculate your total MAGIC POINTS, using:
9 + WILLPOWER + [LEVEL x (WILLPOWER + 2)].

PINPOINT ATTACKS (NEW)


REQUIREMENT: DEXTERITY 2 or higher
You have a knack at hitting your opponents where it hurts.
NOTE: You must fight with weapons that uses ACCURACY in order to gain the following benefits. When using
a RANGED WEAPON, your target must be within your weapon’s SHORT RANGE.
NOVICE: Once per round, you can perform a PINPOINT ATTACK and add 1d6 to the damage of a successful
attack if your DEXTERITY is greater than your opponent’s. (Pinpoint Attack)
JOURNEYMAN: You can daze opponents with sharp blows to vulnerable areas. To make a STUNNING
ATTACK, you must use the AIM ACTION and then hit with a MELEE or a RANGED ATTACK. If successful, you
inflict no damage but your opponent must make a successful TN 15 CONSTITUTION (Stamina) test or become
STUNNED. STUNNED opponents can attempt the test again at the start of their turn, and if successful can act
normally. Otherwise, STUNNED characters can only take a single MINOR ACTION on their turn. While your
opponent is STUNNED, you can use PINPOINT ATTACKS against them with no regard for DEXTERITY. STUNTS
are possible on your initial attack roll, so you could STUN your opponent and then use LIGHTNING ATTACK
for an immediate PINPOINT ATTACK, for example. (Stunning Attack)
MASTER: You know how to take advantage of an enemy whose guard is down. If you’ve just hit an opponent
with a PINPOINT ATTACK, you can perform PERFORATE, a special COMBAT STUNT, for 2 SP, to make a second
PINPOINT ATTACK against the same opponent; this second attack does not generate STUNT POINTS. (Perforate)

ROGUE’S CUNNING (NEW)


REQUIREMENT: DEXTERITY 2 or higher
You use your wits to beat your opponents.
NOVICE: When you take the AIM ACTION, you gain +2 on the attack roll instead of the normal +1. (Take Aim)
JOURNEYMAN: You use your wits to hit enemies where it hurts. You can add your INTELLIGENCE to your
damage when making attacks. (Lethality)
MASTER: You are hard to pin down in combat. Opponents do not gain an attack bonus for OUTNUMBERING
you in MELEE COMBAT. Normally, attackers can gain up to a +2 bonus in such circumstances. If you also have
the MASTER DEGREE in the SINGLE WEAPON STYLE, your Defense bonus increases to +3 when fighting in that
style. (Slippery)

SPECIALTY STUNT (NEW)


REQUIREMENT: None
You have a special knack with a certain trick.
NOTE: When you take this talent, you must choose any one STUNT for which the following benefits apply.
You can take this talent multiple times, but you must choose another STUNT each time.
NOVICE: You know how to easily apply your favorite trick. You can perform the chosen STUNT for -1 SP (1
minimum). STUNTS that can be taken multiple times only reduce the final costs by one (e.g. you could use
SKIRMISH two times for 1 SP).

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JOURNEYMAN: You know how to get the most out of your favorite trick. When using your designated STUNT,
choose one of the following benefits (if appropriate):
 Receive a +2 bonus on any opposing or further test the STUNT includes.
 Increase the TN to resist the STUNT’S effect by 2.
 Increase any bonus the STUNT grants by +1.
 Increase any additional damage by +1 for every 1d6 extra damage the STUNT grants.
 Affect one additional target (NON-COMBAT STUNTS only).
MASTER: You can apply your favorite trick at any opportunity. You can perform the chosen STUNT for -2 SP
instead (1 minimum). STUNTS that can be taken multiple times only reduce the final costs by two (e.g. you
could use SKIRMISH three times for 1 SP).

TOUGHNESS (NEW)
REQUIREMENT: CONSTITUTION 2 or higher
You are as tough as a nail.
NOVICE: You can take that extra punch. You gain a number of additional points of HEALTH equal to your
current LEVEL. In addition, you receive one additional point of HEALTH on each subsequent LEVEL. If your
CONSTITUTION permanently changes, recalculate your total HEALTH, using:
19 + CONSTITUTION + [LEVEL x (CONSTITUTION + 2)].
JOURNEYMAN: You won’t go down easily. You can survive 2 additional rounds when DYING. While DYING,
you may take one single MINOR ACTION every turn, but doing so reduces the number of remaining rounds
by one.
MASTER: You fight to the bitter end. You can survive yet another 2 rounds when DYING. In addition, you
retain the ability to fully act on your turn while DYING. Performing a MINOR ACTION reduces your remaining
rounds by one, while performing a MAJOR ACTION reduces them by two.

WARRIOR’S TRAINING (NEW)


REQUIREMENT: FIGHTING or ACCURACY 2 or higher
Countless hours of training have honed your skills.
NOVICE: You know when to strike with precision and when to strike with power. When you make an attack,
you can take up to a -3 penalty on your attack roll to receive a corresponding bonus to your damage roll. For
example, you can take a -2 penalty on your attack roll to get a +2 bonus on your damage roll. Alternately,
you can receive up to a +3 bonus on your attack roll if you take a corresponding penalty on your damage
roll. You must choose before you roll. (Expert Strike)
JOURNEYMAN: Persevering through long hours of practice and many bloody encounters has made you a
fearsome combatant. When you inflict damage with an attack, you can add your focus bonus to your damage
total if you have an applicable weapon group focus. The focus must match the weapon group of the weapon
you attack with. For example, if you attack with a battle axe, you must have the STRENGTH (Axes) focus to
get the +2 bonus damage of this power. If you have the same focus twice, the damage bonus increases to +3
as well. (Veteran)
MASTER: You can make a MELEE ATTACK vs. an adjacent or a RANGED ATTACK vs. a visible opponent as a
MINOR ACTION. The attack roll and damage of this QUICK ATTACK suffer a -2 penalty. This action cannot be
combined with other powers such as PINPOINT ATTACKS, STUNNING ATTACK or EXPERT STRIKE. (Quick Strike
/ Quick Shot)

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SPECIALIZATIONS
Since there are no more classes, SPECIALIZATIONS can be taken by any character as long as that character
fulfills the REQUIREMENTS. However, all former MAGE SPECIALIZATIONS have the MAGICAL TRAINING
[NOVICE] talent as an additional requirement.

Many thanks to all board members that helped me develop these rules.

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