Showing posts with label FAGE. Show all posts
Showing posts with label FAGE. Show all posts
Wednesday, January 17, 2018
Fantasy Age Companion is Actually Planned for 2018
So I'm going to claim I was using reverse psychology, but truth is it looks like the Fantasy Age Companion really is on track for 2018. Yay!
I'm looking forward to this book and seeing what it has to offer. Consensus among my group has been that we should give Fantasy Age a try (again) soon, as the right combo of players and interest seems to be in the mix now.
Also of interest is the Modern Age book, due out some day (right)? and the Lazarus adaptation which I know nothing about other than it ties in to an Image comic (I think), as well as the planned supplement for Dragon Age, which remains intriguing because honestly I think that the tabletop RPG for Dragon Age is a better successor to the original computer game than every other CRPG sequel to be produced so far.
Friday, November 20, 2015
Nonhumans of Sarvaelen in Fantasy AGE
In working out details on the nonhumans of Sarvaelen I decided to skew as closely as possible to the core book, both for ease of access for my players and to avoid spending a lot of time on specialized race details that are at best minor in difference compared to the core. The only exception is the Abashan, the dark elves of Sarvaelen.
Nonhuman
Races of Sarvaelen
There are a handful of deminhuman races in
Sarvaelen, and their numbers have been growing in the two centuries since
Camrinal’s fall. Among these demihumans are:
The
Ilmarain Elves
The elves of Ilmarain are a secretive, suspicious
race. The Ilmarain herald from their dominion in the Realm of the Faerie where
they claim to belong to the Summer Court. Their disdain for men and love of cruelty
is only slightly less than that of the Abashan, the dark elves. Their Queen of
Air and Water is the ruler of the Summer Court. The term Ilmarain apparently is
also the name of the elven city from which most elves enter the mortal world.
Unlike elves of other realms, Ilmarain are strongly
affiliated with their realm of the fey, the Faerie Court. This tether makes it
possible for them to slip between worlds into the beautiful but deadly and
maddening fairie lands when they sense a weakening of the veil that separates
their realm from the mortal world.
Ilmarain
Characters: use the elf template in Fantasy
AGE, with one additional special trait:
·
Ilmarain elves receive a unique
focus: perception (weave). Like all elvenkind, the Ilmarain are indelibly tied
to the Faerie Realm, sometimes known as the Weave. Any elf has a natural
affinity for the places in the world where this region is weak, and a
perception (weave) check will help pierce the veil between worlds and allow
them to move between the two realms. The strength of the opening in the veil
determines whether they can bring people with them, and how difficult it can be
to detect.
The
Abashan Dark Elves
The elves of Abashan are counter to the Ilmarain.
They are dark of skin, seeped in shadow and darkness, and servants to the
Winter Court. Their ruler is Mab, the Queen of Air and Darkness, a destructive
immortal of pure power. The Abashan are most comfortable in shadow and seek out
the darkest corners and depths of the earth in which to manifest. They are
inimical to mortals, and treat them as playthings at best, cattle at worst.
Like their fair kin, the Abashan have a profound
connection to the land of shadow where the Winter Court presides, and can
innately sense and manipulate weak spots in the veil to traverse into the realm
of shadow.
Abashan
Characters:
·
Dark elves gain +1 to dexterity
·
Choose one focus from dexterity
(stealth), communication (deception) or strength (intimidation)
·
The dark elves have darksight out
to 40 yards instead of 20
·
Dark elves start knowing only
Abashan Elvish; dark elves disdain the languages of other races.
·
Dark elves start with a speed of
12+dexterity (minus any armor penalties)
·
Abashan dark elves gain a unique
focus similar to Ilmarain: perception (shadow), which allows them to pierce the
veil to the realm of shadow, tethered to the dominion of the Winter Court. The
ability to bring others along as well as spot the veil of shadow depends on the
strength of the veil in that area.
·
Abashan get two rolls on the
following benefits:
Abashan Dark Elf Benefits
2D6 Benefit
2 +1
Communication
3-4 Focus:
intelligence (arcane lore)
5 Focus:
perception (hearing)
6 Weapon group: light blades
6 Weapon group: light blades
7-8 +1
fighting
9 Weapon
Group (bows)
10-11 Focus:
Dexterity (initiative)
12 +1
Accuracy
The Orcs
of Sugante and Aphoros
The orcs of the Lower Kingdoms are an ancient force
unmeasured, for their presence in the world is new. It is not known if they are
a recent manifestation, perhaps born out of the incalculable destruction of
Camrinal or something more ancient, waiting for the wane of human rule to allow
their species passage to conquest. Their rise in numbers has forced many dwarven
enclaves to escape closer to the surface realms to avoid destruction.
Sugante
and Aphoros Characters: both orcish groups can use the
standard Fantasy AGE orc stats for character creation. Orcs of aphoros have a
strange connection to the Weave, and may opt to learn the Focus: perception
(shadow) because of this mysterious connection as a racial focus instead of the
standard choices.
The
Dwarves of the Lower Kingdoms
The stout dwarves are elemental sons of the earth,
and they revere the Old God Satarnas as their creator, from whom they rose out
of the earth in the wake of his steps in the caverns of the deeps. The dwarves
dislike surface dwellers and rarely come out of their caverns save out of
necessity. In the last century the rise of the orcs and other monsters in the
darkness have forced the dwarves to seek passage out of their dark lands and to
even call upon the aid of humans.
Dwarven
Characters: the dwarf in the core rules can
model dwarves of the Lower Kingdoms.
The
Gnomes of Rekaras
The gnomes are a race similar to the dwarves and
some claim a similar origin, created by the Old Gods though the gnomes insist
that they are something different. They have some cities, such as Rekaras, on
the surface world but many gnome tribes still dwell hidden in deep caverns and
dark forests. The gnomes are a pernicious lot, inventors and madmen who have
the logic of the fey, suggesting a connection to the Other World.
Rekaras
Gnome Characters: use the standard gnome template
in the core rules.
The
Halflings of the Western Shores
Remote communities of halflings thrive north west
of Emon. The haflings call themselves the True Folk, and claim to have been
around when men were a new race in the world. Haflings are rare but for their
lack of adventuresome spirit, and keep to themselves mostly. Halflings can and
do disappear in times of war, and their ability to burrow into the earth and
hide in the depths of the forests and mountains serve them well in dark times.
Halfling
Characters: Western Shore Halflings can be
made using the core rule Halfling as default.
Wednesday, November 18, 2015
Sarvaelen in Fantasy AGE: The Emoniae as a PC race
I've been working on lots of Sarvaelen conversions for Fantasy AGE. Here's the Emoniae, the human race with elemental taint that dwells in the far west, and once comprised one of the larger forces in revolt in the old civil war against the Empire of Camrinal which also survived the devastating purge of the emperor that destroyed everything....
This race has a bloodline taint which I have left as an optional aberration, although I considered modeling it as a specialization...problem with that is if I do, then emon can't also choose from a specialization. Ultimately the taint is a powerful trait which eventually corrupts the emon's humanity, swallowing it whole....enough, perhaps, to weigh out the advantages knowing that too many elemental traits will turn the PC into a dangerous NPC.
This race has a bloodline taint which I have left as an optional aberration, although I considered modeling it as a specialization...problem with that is if I do, then emon can't also choose from a specialization. Ultimately the taint is a powerful trait which eventually corrupts the emon's humanity, swallowing it whole....enough, perhaps, to weigh out the advantages knowing that too many elemental traits will turn the PC into a dangerous NPC.
The
People of Emon
Also known as the Emoniae, the people of this
distant land exist far in the west, beyond the ruined expanse of the wastelands
of Camrinal. Emon was the greatest independent threat to Camrinal in its era of
rule, and the Emoniae were a culture of sorcerers much like the Empire. When
the Final War erupted, their lands were devastated, and the Empire sought to
exterminate their greatest rivals as quickly as possible. When the conflict
ended with the destruction of Camrinal, most of Emon’s warriors were caught in
the destruction, and destroyed. Still, there were plenty of survivors back
home, now mostly dwelling in ancient, deep enclaves within the vast Adasatrak
Mountains where they stood guard against the outside world.
Today the Emoniae are still driven by magic as a
way of life and such arts find a greater acceptance within their mountain
fortresses than anywhere else. The Emoniae remain isolated and tend to mistrust
the young eastern kingdoms that have arisen from the ashes of the Final War. It
is also the only land where the study and worship of the Old Gods is still
permitted.
Elemental
Taint:
Emoniae revere the elemental old gods, and still worship them. There is a chance
that any emoniae has some elemental heritage in his or her bloodline. The
immediate effect is an innate basic understanding of the elemental tongue and
an affinity for that element, which means that they tend to be regarded
favorably by elementals of like type that they meet (at GM's discretion a +2 reaction modifier; see
below for other features this taint induces).
The Emoniae As a PC
Many emoniae have a talent for magic, and are most
commonly mages by class. Emoniae are, like pureblooded of Camrinal, prone to
attracting the attention and interest of demons, spirits, elementals, old gods
and other beings from the Elemental Realms. Elves have an abnormal fascination
for them, and as a result it is more common to run into half-elves of mixed
elvish and emoniae blood than any other combination. Emoniae are a special type
of human, with the following racial traits:
·
Emoniae gain +1 in intelligence
or +1 in Fighting.
·
Emoniae may choose Focus:
intelligence (arcane lore) or Focus: intelligence (natural lore) to start.
·
Emoniae move at a speed of
10+dexterity like other men.
·
Emoniae learn the common
(Aeronostic) tongue as well as Emonish, their cultural language.
·
Emoniae roll on the
following benefits table:
Emoniae Benefits
2D6 Benefit
2 +1
Intelligence
3-4 Focus:
intelligence (writing)
5 Focus:
communication (persuasion)
6 Weapon group: staves or light blades
6 Weapon group: staves or light blades
7-8 +1
communication
9 Focus:
intelligence (elemental affinity)
10-11 Focus:
willpower (self-discipline)
12 +1
Willpower
Emoniae
Focus: elemental affinity (choose one elemental type)
This focus lets the emon mage add his focus
bonus to elemental attacks of the same type (i.e. fire, air, water, earth,
shadow). Gaining this focus also means that the emon has elemental taint (see
next), can speak the elemental language of choice, and may gain the focus bonus
on positive reaction rolls with elementals.
Elemental
Taint
An emon who chooses to be a mage and also gains
the elemental affinity focus gains elemental taint. The first time this
happens, usually at level 1-3 (the GM can roll randomly to determine when),
he or she begins to manifest a sign of elemental
corruption, usually in the form of a glow or emission from the skin, and a slow
but certain "change" on the skin that seems to be a manifestation of
that emon's elemental taint (stone-like skin, persistent water running from
pores, smoke, or a misty fog following the emon). This first manifestation is
cosmetic and can be suppressed with concentration (a TN 11 vs. willpower
(self-discipline) check). Once the
emoniae reaches level 4 and chooses a specialist discipline, each rank of
proficiency thereafter the emoniae must make a check against willpower
(self-discipline) at TN 12 (novice), TN 16 (expert), and TN 21 (master) to
avoid manifesting new taint effects. This roll becomes harder (-2 penalty) if
the elementalist specialization is taken.
Roll each time to see what manifests:
Emoniae Elemental Corruption Chart
1D6 Elemental Corruption Type
1-3 Elemental
resistance: take half damage from the elemental type you are tainted by; if you
roll this a second time gain immunity to that elemental type damage.
4-5 Gain
power to summon an elemental of your corruption type for 1 hour. Requires 5
minutes of concentration to summon and 5 MP to cast. The second time you roll
this you learn to summon a larger elemental for 8 MP, and the third time a huge
elemental for 12 MP.
6 gain permanent emission of elemental type: stone skin (gain 5
AR), fire erupts from flesh (immune to damage from it but deals 1D6 to all on
touch), air (gains levitate at will at your speed), or water (emits water
permanently, gains water breathing). These traits are very difficult to
disguise and require a willpower (self-discipline) check of TN 18 to supress
for 1 hour. The second time you roll this effect you become a true elemental
being. The form changes noticeably to be "more" of the elemental type
and the emon's humanity becomes suppressed. Breathing is no longer necessary.
The third time you roll a 6 the emon gains the ability to plane shift to his
elemental plane of appropriate type at will for 6 MP. The fourth time the emon
rolls 6 on this chart he becomes a true elemental and departs the material
plane, becoming an NPC at the GM's discretion.
Tuesday, October 6, 2015
Making Monsters in Fantasy AGE (a Green Ronin link)
Green Ronin's got a great article up by Jack Norris on designing monsters for Fantasy AGE and Dragon AGE. Check it out here!
There's some very useful advice, as well as a good way to frame thinking about how to design FAGE monsters in terms of what you want them to do mechanically. If you, like me, have had some fun making FAGE monsters but are keen to get a better sense of the underlying process this article is extremely useful.
I'm still quite into Fantasy AGE.....this one looks like it's got staying power. The Titansgrave campaign book is fun, too, now that I've finally secured a physical copy. The setting looks very cool, even if you weren't raised on the old cartoons it's inspired by.
There's some very useful advice, as well as a good way to frame thinking about how to design FAGE monsters in terms of what you want them to do mechanically. If you, like me, have had some fun making FAGE monsters but are keen to get a better sense of the underlying process this article is extremely useful.
![]() |
| He may have a -2 Accuracy but that 4D6+8 potato peeler only needs to hit once! |
I'm still quite into Fantasy AGE.....this one looks like it's got staying power. The Titansgrave campaign book is fun, too, now that I've finally secured a physical copy. The setting looks very cool, even if you weren't raised on the old cartoons it's inspired by.
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