Free-Form FAGE - Essentials PDF
Free-Form FAGE - Essentials PDF
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.
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Version 2.5
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 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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Version 2.5
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.
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Version 2.5
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)].
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Version 2.5
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.
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Version 2.5
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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