Fantasy Age - Abdanck's Homebrew Rules
Transcript of Fantasy Age - Abdanck's Homebrew Rules
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8/18/2019 Fantasy Age - Abdanck's Homebrew Rules
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Combat & Movement
Breaking apart of movementYou spend your Minor Action to move your Speed for your turn, but you can spread that movement over
your turn. Assuming Speed 10, you can move 4, do a Major Action, then move another 6.
Grapple Stunt : 3 SPYou slip inside your opponent’s guard and restrain them. You can only perform this stunt if your original
attack was unarmed, or with a gauntlet or chain weapon and you have at least one hand free. You must
succeed on a Accuracy (Brawling) test vs target Defense. To break a grapple you need to succeed on aopposed Accuracy (Brawling) Test. You can release him as a free action.
A restrained creature's speed becomes 0, and it cannot benefit from any bonus to its speed.
Attack rolls against the creature have a +1 bonus, and the creature's attacks have a -1 penalty.
The creature suffers a -2 penalty on all Dexterity tests.
Ignore Shield Stunt : 2 SPYou can ignore your target shield defense bonus when you attack with a flexible weapon (morning star, flail,
spiked chains…)
Rapid Ready : 1 SPYou can take a ready action as a free action, even if you have already used 1 ready action this round.
Bleeding Stunt : 3 SP+You provoke a bleeding wound to your target, causing a loss of 1 hit point/rd. You can add +1 hit point of
bleeding damage for each SP you spent. The bleeding can be stopped by a successful Heal action (TN = 7 +
damage dealt +1/bleeding damage); or with magical healing.
Severe Injury Stunt : 6 SPYou severely wound your targets in their attack limb or otherwise wound them beyond immediate healing
abilities. This includes but is not limited to bleeding, breaking, burning, denting, or whatever fits your mode
of attack. Your target tests their Constitution (Stamina) vs. TN = damage dealt to a minimum of 11 to resist
the effect, if you dealt damage more than once they test against the highest result. If they succeed they
resist the effect. If they fail they lose use of the limb (or any weapons in it), and become Injured (Targets get
-2 to attacks, defense, and ability tests and move at ½ speed. Also targets lose 1d6 HP at the beginning of
their turn until healing is administered), but the lost limb or severe injury will require more extensive
healing.
Character Creation & Advancement
Hit PointCharacters HP = Class Base + Level x Constitution + 1/lvl
Magic PointCharacters MP = 10 + Level x Willpower + 3/lvl
AbilitiesLevel 1 maximum Ability value = 4
Maximum Ability value = 6
EncumbranceLight : 20 Kg + Strength x10 / No penalty
Medium : 30 Kg + Strength x10 / -2 to all physical action (Fight, Acrobatic skill, etc…) & speed -4
Heavy : 40 Kg + Strength x10 / -2 to all physical action (Fight, Acrobatic skill, etc…) & speed halved
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Weapons Groups
You can learn a new weapon group or increase your level in a weapon group you already have as a Talent
advancement.
If you are untrained in a weapon group, you take a –2 penalty on attack rolls and inflict half damage (rounded
down) when using a weapon from that group. If it’s a missile weapon, the range is cut in half as well. When
halving damage, add your Strength (or Perception for Bows and Black Powder weapons) before cutting the
damage in half.
Novice: You are trained and know how to use weapons of that group.
Journeyman: Your weapons knowledge increase. You get +1 damage with weapons of that group.
Master: You have mastered your weapon. You get +1SP when you generate stunt points with weapons of
that group.
HEAVY BLADES GROUP LIGHT BLADES GROUP DUELING GROUP
BLUDGEONS & STAVES GROUP AXES GROUP SHIELDS GROUP
POLEARMS, SPEARS & LANCES GROUP BLACK POWDER GROUP BOWS GROUP
BRAWLING GROUP THROWN ROPES GROUP SLING & BLOWGUN GROUP
Attack roll modifiers
CIRCUMSTANCE MODIFIERTERRAIN CONDITIONS
Rain, mist, or smoke obscures the defender. -1
Melee attacker in the mud. -2
Melee attacker in heavy snow. -3Attacker is on higher ground or Flying above +1
COVER CONDITIONS
Defender using restrained body or larger creature as cover. -1
Defender in light cover, such as a hedge or the woods. -2
Defender in heavy cover, such as a building or stone wall. -3
LIGHT CONDITIONS
Combat in low light. -1
Combat at night. -2
Melee attacker is blinded. -3
Defender is blinded +2
SPECIAL CONDITIONS
Attacker is Dazed/Prone -1
Defender is Prone more than 2 yards away -1
Ranged attack vs. defender engaged in melee combat. -2
Attacker is Frightened/Intimidate by the defender -2
Defender is Invisible -2
Defender is Prone within 2 yards +1
Melee attacker and allies outnumber defender 2 to 1. +1
Melee attacker and allies outnumber defender 3 to 1.
Defender is drunk/Stunned/+2
Attacker is Invisible +2
Defender is unaware of the attack. +3
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CRAFT
Every Craft attempt is defined by two elements: the time required and the TN. The time required to craft an item is influenced not by
an item's price in silver pieces, but rather by its complexity. The TN is likewise influenced by item complexity.
Time Unit: This columns tells
you how long must be spent
working before a Craft check
is permitted.
TN Modifier: This modifier is
added to base TN 7 of all
Craft checks.
Item Complexity
The complexity categories listed on the table above require some defining. Keep in mind that there is a certain amount of subjectivity
at work here. The key to item complexity isn't to rely an exhaustive list of what items belong to which categories. Instead, these rules
provide basic category descriptions and a few examples of sorts of items one might expect to fit each respective category.
Very Simple: These items are more or less all one piece or one material of simple shape with no moving parts.
Examples: crowbar, quarterstaff.
Simple: A simple item is largely made of one material, but it requires a more specialized shape.
Examples: many simple weapons (club, staves,…), backpack, most common articles of clothing, simple traps such as pits.
Moderate: Moderate complexity items are characterized by diverse materials or different parts that must be integrated into a whole.
Examples: Most weapons, bows, all shields, leather armors, locks, simple traps using simple mechanical triggers, acid.
Complex: Complex items have diverse materials, moving parts, different parts, and/or
decorative bits. Examples: Most types of metal armors, crossbows, most vehicles
(excluding large ocean-going vessels), grenade, etc…
Very Complex: These are the most complicated items. They require diverse
materials, moving parts, different parts, decorated bits, and/or multiple
functions or uses. Examples: ocean-going vessels, unusual armors
(such as barding),…
ToolsAll crafts require artisan’s tools to give the best chance of success. If
improvised tools are used, the check is made with a -2 penalty. On the
other hand, masterwork artisan’s tools and/or apprentice to help provide a
+1 to +2 circumstance bonus on the check.,
Failing a Craft CheckWhat happens if the Craft check fails? Well, that depends on how badly it failed. When confronted with a failed Craft check, there
are up to three possible bad effects :
1. If the Craft check fails, the item is not completed. Work for another time unit and try again.
2. If the Craft check fails by 4 or more, half of the raw materials are ruined. Pay half the raw materials cost to replace the ruined
materials.
3. If the Craft check fails by 8 or more and you are using Craft (alchemy), your laboratory explodes. Pay to replace it as well as the
ruined raw materials (as number 2 above). Also make a TN 11 Dexterity (Acrobatics) check to avoid 1d6 points of fire damage.
Repairing ItemsYou can repair an item by making checks against the same TN that it took to make the item in the first place. The cost of
repairing an item is 20% of the item's price.
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Construction (Stone/Wood)When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the GM
decides if the structure is simple, moderate, complex, or advanced in scope and difficulty.
CRAFT
Type of structure Craft TN Time
Simple (bookcase, false wall) 11 2 days
Moderate (catapult, shed, deck) 15 4 days
Complex (bunker, domed ceiling) 17 1 week
Magnificent (cathedral) 19 10 years
Fine ArtsYou can draw and sketch, and, with proper materials, produce works of fine art such as paintings and sculptures.
Check result Effort Archieved
1-8 Untalented amateur9-12 Talented amateur
13-16 Professional
17-19 Expert
20+ Master
JewelryYou are trained in cutting gems and fashioning jewelry. When finding a gem, a jeweler can attempt to improve its cut, thereby
increasing its value.
However, failure has a chance of ruining the stone. The TN of the check is dependent on the initial value of the gem, as follows:
Check result Final valueTN – 9+ Initial value decreases by 1 step
TN -4 to -8 Initial value is cut in half
TN -1 to -3 Initial value is unchanged
TN 0 to +4 Initial value increases by 20%
TN +5 to +8 Initial value is doubled
TN +9+ Initial value increases by 1 step
Initial value TN10 sp 9
50 sp 11
100 sp 13
500 sp 15
1000 sp 17
5000 sp 19
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TALENT: ALCHEMY
REQUIREMENT: Intelligence 2 or higher
You know how to create potions and bombs using alchemical formulas.
These vials are not magic, though some may treat them that way. If you have the ingredients, you can make
one vial in an hour.
NOTE: You need to know a vial’s lower DEGREE recipes in order to learn its more advanced recipes.
Novice: You know how to prepare basic potions and bombs. Choose
three NOVICE potions and/or bombs you know how to make from
memory. You can brew other NOVICE concoctions as you find and
learn their recipes.
Journeyman: You have learned how to prepare more effective—
and more dangerous—concoctions. Choose two JOURNEYMAN potions
and/or bombs you know how to make from memory. You can brew
other JOURNEYMAN concoctions as you find and learn their recipes.
Master: You have learned how to prepare the most efficient potions
and deadliest bombs. Choose two MASTER potions and/or bombs you
know how to make from memory. You can brew other MASTER
concoctions as you find and learn their recipes.
POTIONS & BOMBS
The following potions and bombs replace the original grenades and the according rules. Each concoction
exists in three degrees (NOVICE, JOURNEYMAN, and MASTER). In order to learn a recipe of a higher degree,
you need to already know its lower degree versions.
ACTIONS
Taking a potion or bomb out of a pouch is a Minor Action (Ready ).
Throwing a bomb in hand is a Ranged Attack ( Accuracy: Bombs).
Imbibing a potion in hand is a Minor Action ( Activate).
Degree Buy Cost Make Cost Recipe Cost
Novice 25 sp 5 sp 5 gp
Journeyman 50 sp 10 sp 10 gp
Master 100 sp 20 sp 20 gp
Anyone carrying grenades is asking for trouble, whether they have the Alchemy talent or not. All enemies
attacking such characters can perform the Kaboom! stunt.
SP Cost Stunt 3
Kaboom! Your attack detonates either a grenade held by your target or carried by your target. (“Held”
means “prepared to throw”; “carried” means “stowed somewhere on their person.”) If your targethas the Alchemy talent, their carried grenades may not be chosen. Held grenades must always be chosen
before carried grenades, if both are legal targets. If carried grenades are targeted and multiple grenades
are being carried, the GM randomly determines the exploding grenade among them. The detonated
grenade inflicts its full damage on your target and anyone else within 2 yards of him. Be aware that if you
inflict this stunt on a melee attack, you are within 2 yards of the exploding grenade, unless you also
Skirmish!
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POTIONS
Antidote: Distilled from snake glands and powdered toads, Antidotes are administered to counter the effects
of ongoing poison. You can drink multiple antidotes for additional effect.
Novice: You may re-roll a failed CONSTITUTION test to resist a poison. If the poison does not allow a test, it
automatically reduces any one poison effect by one degree (e.g. a debilitating -2 modifier to all action tests is
reduced to -1).
Journeyman: You may re-roll a failed CONSTITUTION test to resist a poison with a +2 bonus. If the poison
does not allow a test, it automatically reduces any one poison effect by two degrees (e.g. a debilitating -2
modifier to all action tests is reduced to 0).Master: You may re-roll a failed CONSTITUTION test to resist a poison with a +4 bonus. If the poison does not
allow a test, it automatically reduces any one poison effect by three degrees (e.g. a debilitating -3 modifier to
all action tests is reduced to 0).
Healing Potion: Made from rare herbs and mosses, Healing Potions restore a number of lost HEALTH. Healing
Potions do not count as magical healing, though many folk might believe otherwise.
Novice: Restores 1d6 + CONSTITUTION in lost HEALTH.
Journeyman: Restores 2d6 + CONSTITUTION in lost HEALTH.
Master: Restores 3d6 + CONSTITUTION in lost HEALTH.
Liquid Courage: Made from hot chili peppers and squeezed animal… parts, this LIQUID COURAGE increases
the recipients courage up to the point of foolishness, but without the debilitating effects of alcohol. Multiple
doses don’t stack, only the strongest degree takes effect.
Novice: You gain a +1 bonus on all WILLPOWER (Courage / Morale) tests for 1 hour.
Journeyman: You gain a +2 bonus on all WILLPOWER (Courage / Morale) tests for 1 hour.
Master: You gain a +3 bonus on all WILLPOWER (Courage / Morale) tests for 1 hour.
Mage's Elixir: MAGE’S ELIXIRS are made from magically infused plants and Lyrium dust. They restore a small
portion of a mage’s spell power.
Novice: Restores 1d6 + WILLPOWER in lost MAGIC POINTS.
Journeyman: Restores 2d6 + WILLPOWER in lost MAGIC POINTS.
Master: Restores 3d6 + WILLPOWER in lost MAGIC POINTS.
Rogue's Brandy: This brandy, spiked with pulverized rare bird feathers and strange underground mushrooms,
increases the user’s glibness and suave. Multiple doses don’t stack, only the strongest degree takes effect.
Novice: You gain a +1 bonus on all COMMUNICATION tests for 10 minutes.
Journeyman: You gain a +1 bonus on all COMMUNICATION tests for 1 hour.
Master: You gain a +2 bonus on all COMMUNICATION tests for 1 hour.
Warrior's Stout: This special-brew stout, seasoned with rare herbs and meat broth, bolsters a man’s strength
(and the confidence in his stomach). Multiple doses don’t stack, only the strongest degree takes effect.
Novice: You gain a +1 bonus to your STRENGTH for 1 minute.
Journeyman: You gain a +2 bonus to your STRENGTH for 1 minute.
Master: You gain a +3 bonus to your STRENGTH for 1 minute.
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BOMBS
Acid Bomb: Acid bombs burn through a target’s armor and leave lasting damage. An armor damaged by acid
must be repaired with an appropriate STRENGTH (Smithing) or DEXTERITY (Craft) test. If the armor was natural
(e.g. animal hide or scales), the armor is automatically “repaired” when all HEALTH is regained.
Novice: The target suffers 1d6 DAMAGE and must reduce its ARMOR RATING by 1.
Journeyman: The target suffers 1d6+3 DAMAGE and must reduce its ARMOR RATING by 2.
Master: The target suffers 2d6 DAMAGE and must reduce its ARMOR RATING by 3.
Dust Bomb: Releasing a cloud of dust, sand, and sharp crystals, DUST BOMBS make it painful to see. The target
may use his actions to reduce the penalty by -1 per MINOR ACTION and -2 per MAJOR ACTION. Multiple bombs
don’t stack, only the strongest degree takes effect.
Novice: The target suffers a -1 penalty on all its ACTION TESTS for the rest of the encounter.
Journeyman: The target suffers a -2 penalty on all its ACTION TESTS for the rest of the encounter.
Master: The target suffers a -3 penalty on all its ACTION TESTS for the rest of the encounter.
Fire Bomb: On impact, this bomb sprays liquid fire that sticks to the target. At the beginning of each of the
target’s turns, each fire bomb deals damage equal to its degree. The target may use his actions to reduce theongoing damage by 1d6 per MINOR ACTION and 2d6 per MAJOR ACTION. As with any fire-based attack, the
fire may ignite other flammable items in the area of effect at the GM’s option. Multiple bombs stack, but only
to a maximum of 6d6 damage per turn.
Novice: The target suffers 1d6 fire damage per turn.
Journeyman: The target suffers 2d6 fire damage per turn.
Master: The target suffers 3d6 fire damage per turn.
Ice Bomb: Ice bombs freeze the target’s muscles and hinder its mobility. The target of an ice bomb reduces its
SPEED by half (rounded down) for the rest of the encounter. The target can try to shake of the effects with aMAJOR ACTION and a successful STRENGTH (Might) test.
Novice: The target must make a successful TN 13 STRENGTH (Might) test to shake of the effect.
Journeyman: The target must make a successful TN 15 STRENGTH (Might) test to shake of the effect.
Master: The target must make a successful TN 17 STRENGTH (Might) test to shake of the effect.
Slick Bomb: Thrown at a target’s feet, SLICK BOMBS create a short-lived patch of highly slippery liquid.
Novice: The target must make a successful TN 13 DEXTERITY (Acrobatics) test or be knocked prone.
Journeyman: The target must make a successful TN 15 DEXTERITY (Acrobatics) test or be knocked prone.
Master: The target must make a successful TN 17 DEXTERITY (Acrobatics) test or be knocked prone.
Smoke Bomb: One round after the fuse on a smoke bomb is lit, it will begin spewing a thick cloud of smoke
about 10 feet high, that will spread outwards and obscure normal vision.
Novice: The smoke spreads at a rate of 1 yard per round for 5 rounds until an area 10 yards in diameter is
filled.
Journeyman: The smoke spreads at a rate of 2 yards per round for 5 rounds until an area 20 yards in diameter
is filled.
Master: The smoke spreads at a rate of 3 yard per round for 5 rounds until an area 30 yards in diameter is
filled.
Thunder Bomb: Thunder bombs create a loud sonic blast, confusing and stunning the target. The target must
succeed at a CONSTITUTION (Stamina) test or is considered STUNNED, as per the JOURNEYMAN DEGREE of the
PINPOINT ATTACKS talent (see TALENTS).
Novice: The target must make a successful TN 13 CONSTITUTION (Stamina) test or be STUNNED.
Journeyman: The target must make a successful TN 15 CONSTITUTION (Stamina) test or be STUNNED.
Master: The target must make a successful TN 17 CONSTITUTION (Stamina) test or be STUNNED.
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Special MaterialsA craftsman working with an unusual material (such as Silverite)
faces a 50% increase in time unit, which stacks with the increase
in time unit associated with quality items when applicable.
For example, a Silverite masterwork longsword has a time unit
of 8 days. Also, unusual materials are harder to work with and
increase the item's TN as shown below:
STRENGTH (SMITHING)
Quality Craft & Cost Armor & Shield Weapon Tools
Very Poor
Standard TN -4
Item cost is 50% of standard
-50% Time Unit
+1 Armor Penalty
-2 Armor Rating
Shield : -1 Defense
-1 Atk
Breaks on a roll
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TALENT: ENCHANTMENT
Class: Mage
Requirements: Intelligence 3 or higher
Crafting magical items requires magical materials, either gathered from magical locations or obtained from a
magical foundation. Creating a permanent magical item requires the mage to know an arcana that could
logically be associated with the powers of the item (so a shadow cloak requires the mage to know the
shadow arcana while the adept's wand would likely require the power arcana). Focus Intelligence
(Enchantement) apply.
Novice: The mage can create common magical items. At this level the mage can only create temporary
magical items. Creating a temporary magical item takes 1 day and 25sp.
Journeyman: At this level the mage can create. magical items of uncommon level. The mage can now make
permanent magical items. Creating a common permanent magical item costs 100sp and takes 1 day.
Creating an uncommon permanent costs 250sp and takes 1 week.
Master: At this level the mage can craft rare magical items. Creating a rare magical item costs 200gp and
takes 1 month. The mage cannot normally create legendary items. The mage may be able to create a
legendary item under specific circumstances with gm permission.
Power Description C U R L
Fire Resistance You gain resistance from Fire damage -1 -3 -6 Immunity
Frost Resistance You gain resistance from Frost damage -1 -3 -6 Immunity
Light Resistance You gain resistance from Lightning damage -1 -3 -6 Immunity
Shock Resistance You gain resistance from Force damage -1 -3 -6 Immunity
Acid Resistance You gain resistance from Acid damage -1 -3 -6 Immunity
Poison Resistance You gain resistance from Poison damage-1 dmg
or -2 TN
-3 dmg
or -4 TN
-6 dmg
or -6 TNImmunity
Disease Resistance You gain resistance from Disease -2 TN -4 TN -6 TN Immunity
Regeneration You regenerate hit point as long as your health >0 +1 hp/h +1 hp/rd +3 hp/rd +6 hp/rd
Ability Bonus You gain a bonus to a specific ability +1 for 1h +1 +2 +3
Ability Check Bonus You gain a bonus to a specific ability check (ex : Dexterity (Stealth)) +2 for 1rd +2 +4 +6
Defense Bonus You gain a bonus to your Defense +1 for 1h +1 +2 +3
Armor Bonus You gain a bonus to your Armor Rating +1 for 1h +1 +2 +3
Armor Agility You reduce the Armor Penalty -1 -2 -3
Attack Bonus The item grants a bonus on attack rolls +1 for 1h +1 +2 +3
Damage Bonus The item grants a bonus to damage rolls +1 for 1h +1 +2 +3
Focus BonusYou either gain a focus you do not already have, or increase the
bonus of a focus you do already have by +1.1 Focus 2 Focus 3 Focus
Talent BonusThe item grants you the benefits of a talent you do not already
have usually at the Novice level up to Master level.
N Level
Or +1 lvl
J Level
Or +1 lvlM Level
Spell BonusThe item grants you, once a day, the use of a particular spell you
don’t already know.N spell J spell M spell
Stunt Bonus
The item grants you the ability to perform a particular stunt at a
reduced cost in Stunt Points, or to perform a unique stuntnormally unavailable to you. -1 -2 -3
Stunt Reservoir The item grants you Stunt Point to spent every encounter +1 +2 +3
Life Bonus The item grants you extra health +1d6 +5 +10 +20
Mana Bonus The item grants you extra mana +1d6 +5 +10 +20
Luck BonusThe item may modify one die by one point up or down in order to
produce doubles to Stunt.1 time 1x/week 1x/day 1x/Enc
Magical Power The item grants a bonus to Spellpower +1 +2 +3 +4
Quality Ability (Focus) TN Time Temp. Cost Perm. Cost
Common Intelligence (Enchantment) 13 1 day 25 sp 100 sp
Uncommon Intelligence (Enchantment) 15 1 week 5 gp 25 gp
Rare Intelligence (Enchantment) 17 1 month 20 gp 200 gp
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Class: Mage, Rogue, Warrior
Requirements: Intelligence 3 or higher, Dexterity 1 or higher
You are a trained enchanter, able to inscribe runes onto armor and weapons with Lyrium ink. Focus Dexterity
(Calligraphy) apply.
Novice: You can inscribe a Novice rune you know onto a suit of armor or a weapon. A Novice rune takes 2hours to inscribe. You can do it faster with a successful TN 13 Intelligence (Enchantment) test. Each degree of
success reduces the time by 15 minutes. If your Stunt Die result was 3, for example, you’d do it 45 minutes
faster.
Journeyman: You can inscribe a Journeyman rune you know onto a suit of armor or a weapon. A Journeyman
rune takes 3 hours to inscribe. You can do it faster with a successful TN 15 Intelligence (Enchantment) test.
Each degree of success from the Dragon Die reduces the time by 15 minutes.
Master: You can inscribe a Master rune you know onto a suit of armor or a weapon. A Master rune takes 4
hours to inscribe. You can do it faster with a successful TN 17 Intelligence (Enchantment) test. Each degree of
success from the Dragon Die reduces the time by 15 minutes.
TALENT: RUNECRAFTING
Type Power Description N J M
Armor Rune of Defense A Rune of Defense makes you harder to hit in combat. +1 +2 +3
Armor Rune of Fortune
Once per encounter, you can take a bonus on any one die roll
(ability test, damage roll, etc.). You can decide to
use the bonus after the dice are rolled.
+2 +4 +6
Armor Rune of ProtectionArmor and shields enhanced with this rune are more resilient and
get armor rating bonus+1 +2 +3
Armor Rune of Valiance This rune fills you with courage and give bonus to Willpower tests. +1 +2 +3
Armor Rune of Warding You gain resistance to magic with a bonus on tests to resist spells. +1 +2 +3
Weapon Rune of Cold IronA weapon with a Cold Iron rune is a bane to the undead and inflicts
a damage bonus.+1 +3 +5
Weapon Rune of Devastation
This Rune give a bonus when generating stunt points. However, the
bonus stunt point can only be spent on Mighty Blow and Lethal
Blow.
+1 +2 +3
Weapon Rune of ElementsThis rune add an elemental damage bonus (Fire, Ice, Lightning,
Acid)+1 +2 +3
Weapon Rune of Paralyzation
When wielding this weapon, you can perform the paralyze stunt for
Stunt Points. The target of your attack must make a successful
Constitution (Stamina) test or become paralyzed. A paralyzed
character cannot move at all for the rest of the encounter, loses
their Dexterity from Defense, and can take no actions, but is not
subject to a coup de grace unless otherwise unconscious or dying.
At the start of their turn on each subsequent round, the paralyzed
character can make another test to end the effect of the rune.
6 SP
TN13
5 SP
TN 15
4 SP
TN 17
Weapon Rune of SilveriteA weapon with a Cold Iron rune is a bane to the Darkspan &
demons and inflicts a damage bonus.+1 +3 +5
Weapon Rune of Slowness
When wielding this weapon, you can perform the slow stunt for 4SP. The target of your attack must make a successful Willpower
(Self-Discipline) test or become slowed. A paralyzed character
suffers a penalty on attack and casting rolls and a penalty on
Speed. At the start of their turn on each subsequent round, the
slowed character can make another test to end the effect of the
rune.
TN13
-1 penalty
-4 speed
TN 15
-2 penalty
-6 speed
TN 17
-3 penalty
-8 speed
Weapon Rune of StrikingA weapon enchanted with this rune strikes true and get bonus on
Attack Rolls.+1 +2 +3
Quality Ability (Focus) TN Time Cost
Novice Rune Dexterity (Calligraphy) 13 2 hours 10 gp
Journeyman Rune Dexterity (Calligraphy) 15 3 hours 25 gp
Master Rune Dexterity (Calligraphy) 17 4 hours 200 gp
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COMMUNICATION (DISGUISE)
Your Disguise check result determines how good the disguise is, and it is opposed by others’ Perception check results. If you don’t
draw any attention to yourself, others do not get to make Perception checks. If you come to the attention of people who are
suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are doing
an opposed Perception checks.
The effectiveness of your disguise depends in part on how much you’re attempting to change your appearance. Creating a disguise
requires 1d3 × 10 minutes of work.
Disguise Disguise TN Modifier
Minor details only -4
Disguised as different gender1
+2
Disguised as different race1
+2
Disguised as different age1
+12
Disguised as different size1
+23
1
These modifiers are cumulative; use any that apply.2 Per step of difference between your actual age category and
your disguised age category.3 The steps are: young (younger than adulthood), adulthood,
middle age, old, and venerable.
If you are impersonating a particular individual, those who know what that
person looks like get a bonus on their Perception checks according to the
table below. Furthermore, they are automatically considered to be suspicious
of you, so opposed checks are always called for.
Familiarity Viewer’s Perception Check Bonus
Recognizes on sight +1
Friends or associates +2
Close friends +4
Intimate +8
Usually, an individual makes a Perception check to see through your disguise immediately upon meeting you and every hour
thereafter. If you casually meet many different creatures, each for a short time, check once per day or hour, using an
average Perception modifier for the group.
COMMUNICATION (BARGAINING)
Revente TN
Revente à 10% du prix 5Revente à 30% du prix 7
Revente à 50% du prix 9
Revente à 60% du prix 11
Revente à 70% du prix 13
Revente à 80% du prix 15
Revente à 90% du prix 17+
Au lieu de revendre à 50% du prix de base d’un objet, si on possède le focus Communication (Bargaining), on peut tenter de
marchander. L’opération prend 1d3 heures pour faire un test pour les résultats suivants :
Achat TN
Achat à 150% du prix 5Achat à 120% du prix 7
Achat à 100% du prix 9
Achat à 90% du prix 11
Achat à 80% du prix 13
Achat à 70% du prix 15
Achat à 60% du prix 17
Achat à 50% du prix 19+
Modificateurs TN
Localisation éloignée/monopole +2Hostile (Culture/Race opposée) -4
Unfriendly (Culture/Race différente) -2
Indifferent (Même Culture/Race) 0
Friendly (Même communauté) +2
Helpful (Même famille) +4
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COMMUNICATION (PERFORMANCE)
You can impress audiences with your talent and skill in your chosen performance.
Retries are allowed, but they don't negate previous failures, and an audience that has been unimpressed in the past is likely to be
prejudiced against future performances. (Increase the TN by 2 for each previous failure.)
Performance DC
Routine performance. Trying to earn money by playing in public is akin to begging. You can earn 2d6 cp/day. 9
Enjoyable performance. In a prosperous city, you can earn 1d6 sp/day. 11
Great performance. In a prosperous city, you can earn 2d6 sp/day. In time, you may be invited to join a
professional troupe and may develop a regional reputation.15
Memorable performance. In a prosperous city, you can earn 4d6 sp/day. In time, you may come to the attention
of noble patrons and develop a national reputation.17
Extraordinary performance. In a prosperous city, you can earn 1d6 gp/day. In time, you may draw attention from
distant patrons, and develop a international reputation.19+
Examples of Performance :
• Act
• Dance
•
Music instruments• Oratory (epic, ode, storytelling)
• Sing
COMMUNICATION (GAMBLING)
Game Example :
Bounder is unique among gambling games in that both the players and dealer use dice.
The dealer gets 3d6, and each player gets 2d20.
To start, each player bets a stake (minimum 1 cp).
1. Each player rolls his first d20, making his “point.”
2. After all players have rolled their points, each player may double his stake if desired.
3. Then the dealer rolls 3d6. Anyone whose point the dealer matches loses his stake.
4. Then each player rolls his second d20.
If the player’s two dice results are on either side of the dealer’s result—one greater than
and one less than the dealer’s number—he “bounds” the dealer and wins an amount
equal to the amount he bet. Otherwise, he loses his stake.
If a player rolls a 1 and a 20 (or a 20 and a 1), he wins double his bet.
TN
Add or Substract 1 to 1 dice 11
Add or Substract 2 to 1 dice 13
Add or Substract 1 to 2 dices 15
Add or Substract 2 to 2 dices 17
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DEXTERITY (LEGERDEMAIN)
You can hide a small object (including a light weapon or an easily concealed
ranged weapon, such as a dart, sling, or hand crossbow) on your body.
Your Dexterity (Legerdemain) check is opposed by the Perception check of
anyone observing you or of anyone frisking you. In the latter case, the searcher
gains a +2 bonus on the Perception check, since it's generally easier to find such
an object than to hide it.
Heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.
Drawing a hidden weapon is a minor action.
Hide item
Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.
A TN 10 Dexterity (Legerdemain) check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such
as making a coin disappear, also has a TN of 10 unless an observer is determined to note where the item went.
When you use this skill under close observation, your skill check is opposed by the observer's Perception check. The observer's
success doesn't prevent you from performing the action, just from doing it unnoticed.
If you try to take something from a creature, you must make a TN 13
Dexterity (Legerdemain) check. The opponent makes a Perception check to
detect the attempt, opposed by the Dexterity (Legerdemain) check result
you achieved when you tried to grab the item. An opponent who succeeds
on this check notices the attempt, regardless of whether you got the item.
You cannot use this skill to take an object from another creature during
combat if the creature is aware of your presence.
You can also use Dexterity (Legerdemain) to entertain an audience as
though you were using the Communication (Performance) skill. In such a
case, your “act” encompasses elements of legerdemain, juggling, and the
like.
Any Dexterity (Legerdemain) check is normally a minor action. However, youmay perform a Dexterity (Legerdemain) check as a free action by taking a -4
penalty to the attempt.
PERCEPTION
Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice
the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your
opponent can take a variety of actions, including sneaking past you and attacking you.
Perception is also used to notice fine details in the environment. The TN to notice such details varies depending upon distance,
the environment, and how noticeable the detail is.
Passive Perception = 9 + Perception + Perception Focus
Example TN
Hear the sound of battle 5
Notice the stench of rotting garbage 5
Detect the smell of smoke 7
Hear the details of a conversation or spellcasting 7
Notice a visible creature 7
Determine if food is spoiled 9
Hear the sound of a creature walking 9
Hear the details of a whispered conversation 11
Find the average concealed door 11
Hear the sound of a key being turned in a lock 13
Find the average secret door 13
Hear a bow being drawn 15
Sense a burrowing creature underneath you 17
Notice a pickpocket Opposed Legerdemain
Notice a creature using Stealth Opposed Stealth
Find a hidden trap Varies by trap
ModifiersTN
Modifier
Distance to the source, object, or creature +1/4 yards
Through a closed door +2
Through a wall +4/30 cm
Favorable conditions -1
Unfavorable conditions +1
Terrible conditions +2
Creature making the check is distracted +2
Creature making the check is asleep +6
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Jumping and Falling
You can use the Strength (Jumping) skill to make jumps. The base TN to make a jump is equal to the distance to be crossed (if
horizontal) or four times the height to be reached (if vertical). You can’t exceed your speed with a jump check.
The only modifiers that apply are those concerning the surface you are jumping from.
If you fail this check by 4 or less, you can attempt a TN 13 Strength (Climb) to grab hold of the other side after having missed the
jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump).
Running JumpFor a running jump, half the result of your Strenth (Jumping) check indicates the distance traveled in the jump (and if the check fails, the
distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.
High Jump TN
1 foot 5
2 feet 7
3 feet 10
4 feet 13
> 4 feet +4 per foot
Long Jump TN
2 yards 7
4 yards 11
6 yards 13
8 yards 16
> 8 yards +3 per 2 yards
DEXTERITY (ACROBATICS)
Long JumpA long jump is a horizontal jump, made across a gap like a chasm or stream. At the
midpoint of the jump, you attain a vertical height equal to one-quarter of the
horizontal distance.
If your check succeeds, you land on your feet at the far end. If you fail the check by
less than 5, you don’t clear the distance, but you can make a TN 13 Strength (Climb)
to grab the far edge of the gap. You end your movement grasping the far edge. If
that leaves you dangling over a chasm or gap, getting up requires a move action
and a TN 11 Strength (Climb) check.
High JumpA high jump is a vertical leap made to reach a ledge high
above or to grasp something overhead.
If you jumped up to grab something, a successful check
indicates that you reached the desired height. If you wish to
pull yourself up, you can do so with a move action and a TN
13 Strenght (Climb) check. If you fail the check to jump, you
do not reach the height, and you land on your feet in the
same spot from which you jumped.
These TN has a +4 malus if you do not have at least
4 yards of space to get a running start.
These TN has a +4 malus if you
do not have at least 8 yards of
space to get a running start.
Creature Size Vertical Reach
Colossal 128 ft.
Gargantuan 64 ft.
Huge 32 ft.
Large 16 ft.
Medium 8 ft.
Small 4 ft.
Tiny 2 ft.
Diminutive 1 ft.
Fine ½ ft.
Obviously, the difficulty of reaching a given height varies
according to the size of the character or creature. The
maximum vertical reach (height the creature can reach
without jumping) for an average creature of a given size is
shown on the table below. (As a Medium creature, a
typical human can reach 8 feet without jumping.)
Quadrupedal creatures don’t have the same vertical
reach as a bipedal creature; treat them as being one sizecategory smaller
FallingWhen you deliberately fall any distance, even as a result of a missed jump, a TN 13 Dexterity (Acrobatics) check allows you to
ignore the first 4 yards fallen, or decrease the Hazard by 1 step, although you still end up prone if you take damage from a fall.
Hop UpYou can jump up onto an object as tall as your waist, such as a table or small boulder, with a TN 9 Dexterity (Acrobatics) check.
Doing so counts as 4 yards of movement, then hop up onto a counter.
Pole VaultWhen carrying any long pole or staff, you can use it to augment the height of a jump. Make a running high jump as normal, but
make a second check at TN 13 to add the length of the pole to the total distance you jump. You may jump above the maximum
distance normally allowed by your height after applying this modifier. If you fail the check to use the pole, resolve your initial
jump check, but halve the height it would normally allow you to clear.
STRENGTH (JUMPING)
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STRENGTH (CLIMB)
With a successful Climb check, you can advance up,
down, or across a slope, wall, or other steep incline
(or even across a ceiling, provided it has handholds)
at one-quarter your normal speed.
A slope is considered to be any incline at an angle
measuring less than 60 degrees; a wall is any incline
at an angle measuring 60 degrees or more.
A Climb check that fails by 4 or less means that you
make no progress, and one that fails by 5 or more
means that you fall from whatever height you have
already attained.
The TN of the check depends on the conditions of
the climb. Compare the task with those on the
following table to determine an appropriate TN.
You need both hands free to climb, but you may
cling to a wall with one hand while you cast a spell
or take some other action that requires only one
hand.
While climbing, you can’t move to avoid a blow, so
you lose your Dexterity bonus to AC (if any). You
also can’t use a shield while climbing.
Anytime you take damage while climbing, make a
Climb check against the TN of the slope or wall.
Failure means you fall from your current height and
sustain the appropriate falling damage.
Climbing is part of movement, so it’s generally part of a move action (and may be combined with other types of movement in a move action). Each
move action that includes any climbing requires a separate Climb check. Catching yourself or another falling character doesn’ t take an action.
Make Your Own Handholds and Footholds
You can make your own handholds and footholds by
pounding pitons into a wall. Doing so takes 1 minute
per piton, and one piton is needed per 2 yards of
distance. In the same way, a climber with a handaxe
or similar implement can cut handholds in an ice
wall.
Catch Yourself When Falling
It’s practically impossible to catch
yourself on a wall while falling. Make a
Strenght (Climb) check (TN = wall’s TN +
8) to do so. It’s much easier to catch
yourself on a slope (TN = slope’s TN + 4).
Catch a Falling Character While Climbing
If someone climbing above you or adjacent to you falls, you can attempt to catch the falling
character if he or she is within your reach. Doing so requires a successful melee attack against
the falling character (though he or she can voluntarily forgo any Dexterity bonus to Defense if
desired). If you hit, you must immediately attempt a Strength (Climb) check (TN = wall’s DC + 5).
Success indicates that you catch the falling character, but his total weight, including equipment,
cannot exceed your heavy load limit or you automatically fall. If you fail your Strength (Climb)
check by 4 or less, you fail to stop the character’s fall but don’t lose your grip on the wall. If you
fail by 5 or more, you fail to stop the character’s fall and begin falling as well.
Climb TN Example Surface or Activity
5 A slope too steep to walk up, or a knotted rope with a wall to
brace against.
7 A rope with a wall to brace against, or a knotted rope, or a rope
affected by the rope trick spell.
9 A surface with ledges to hold on to and stand on, such as a veryrough wall or a ship’s rigging.
11 Any surface with adequate handholds and footholds (natural or
artificial), such as a very rough natural rock surface or a tree, or an
unknotted rope, or pulling yourself up when dangling by your
hands.
13 An uneven surface with some narrow handholds and footholds,
such as a typical wall in a dungeon.
14 A typical buildings upper-story wall
15 A typical buildings lower-story wall
17 A rough surface, such as a natural rock wall or a brick wall.
19 An overhang or ceiling with handholds but no footholds, or a
typical city wall
21 A perfectly smooth, flat, vertical (or inverted) surface cannot be
climbed.
TN Modifier* Example Surface or Activity
-4 Climbing a chimney (artificial or natural) or other location where
you can brace against two opposite walls.
–2 Climbing a corner where you can brace against perpendicular
walls.
+2 Surface is slippery.+4 Accelerated climbing (half speed)
+6 Accelerated climbing (full speed)
+2 One needed hand not free (e.g., holding lamp)
+6 Both hands carrying objects*
These modifiers are cumulative; use all that apply
Rope You can use a rope to haul a character upward
(or lower a character) through sheer strength. You
can lift double your maximum load in this manner.
CONSTITUTION (SWIMMING)
You know how to swim and can do so even in stormy water. Make a Swim check once per round while you are in the water.
Success means you may swim at up to half your speed (as a major action) or at a quarter of your speed (as a minor action).
If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater. If you are underwater, either
because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath
TN
Calm Water 9
Rough Water 11
Stormy Water 15
Hurricane conditions 17
Tsunami 19
You can hold your breath for a number of rounds equal to twice yourConstitution score, but only if you do nothing other than moving or doing free
actions. If you take a major action, such as making an attack, the remainder of
the duration for which you can hold your breath is reduced by 1 round. After
that period of time, you must make a TN 10 Constitution check every round to
continue holding your breath. Each round, the DC for that check increases by 1.
If you fail the Constitution check, you begin to drown.
The TN for the Swim check depends on the water. Each hour that you swim, you
must make a TN 15 Strength (Swim) check or take 1d6 points of damage
from fatigue.
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COMMON PROFESSION/BACKGROUND LIST
Professions Craft Income/day
Alchimiste, Apothicaire, Herboriste, Teinturier, Candle maker, Soap maker, poisoner Alchemy 20 sp
Armurier, Forgeron Smithing 15 sp
Architecte, Ingénieur 10 sp
Artiste (Acteur, Danseur, Musicien, Chanteur, etc…) Varies
Boulanger, Boucher, Cuisinier, Brasseur, Vigneron, Aubergiste, Apiculteur Cooking 8 sp
Fabriquant de livre/papier/parchemin Bookbinding 12 sp
Archerie Bowmaking 15 sp
Greffier, Juriste, Comptable, Libraire 14 sp
Marchand Varies
Maçonnerie, Tailleur de pierre, Briquetier Stone Worker 8 sp
Cartographe Cartography 12 sp
Copiste, Enlumineur, Scribe Calligraphy 13 sp
Charpentier, Tonnelier, Menuisier, Shipbuilder, Charron, Bucheron Wood Worker 8 sp
Jardinier 3 sp
Embaumeur, Taxidermist 8 sp
Fonderie, Ferrailleur Founder 8 sp
Souffleur de verre Glassmaking 22 sp
Fermier, Meunier 10 sp
Eleveur, Dresseur, Berger, Maitre d’étable 8 sp
Joaillerie, Graveur Jeweler 15 sp
Fourreur, Cordonnier, Sellier, Tanneur Leatherworking 12 sp
Serrurier, Armurier (armes à feu), Horloger Mechanic 15 sp
Peintre, Dessinateur, Portraitiste Painting 8 sp
Pilote, Chauffeur, Cocher 5 sp
Masseur, Docteur, Chirurgien, Bourreau, Sage-femme, Acuponcteur 5-20 sp
Chasseur, Pêcheur, Trapper 8 sp
Courtisane, Portier, Joueur, Valet, Servante, Laveuse 1-5 sp
Marin 1-5 sp
Soldat, Servant 1-10 sp
Potier Pottery 8 sp
Sculpteur Sculpting 8 sp
Tatoueur Tatooing 8 sp
Drapier, Bonnetier, Mercier, Matelasseur, Tailleur, Coiffeur Tailoring 8 sp
Tisserand, Cordier, Travail de l’osier, Crochet, Broderie, Tricot Weaving 8 sp
Run an Inn/Tavern : Profitability is ranked on a scale of –5 to +5.
Each Sunday, the Profit Rating can change. Owner makes a check to
influence profitability.
Profession Check Profit Rating