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Fantasy AGE Companion

Fantasy AGE Companion

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Watermarked PDF
$16.95

The Fantasy AGE Companion provides a plethora of new rules and play options for your Fantasy AGE roleplaying game campaign. This book expands upon the core Fantasy AGE rules and provides alternative game systems so that you can build rules and characters which fit any setting and genre you desire. This book contains the following:

  • New character races for Fantasy AGE, from the primal Beastfolk to the mechanical Orean.
  • New Talents and Specializations, including Bard, Diplomat, Gunfighter, and Martial Artist.
  • New magical Arcana, new spells for existing Arcana and new forms of magic. Channel power from the gods or learn the Death Arcana to become a necromancer.
  • Advanced rewards, including honorifics such as Master of the Blade, titles, and organizational memberships, which give characters power and respect in your game world.
  • Mighty artifacts which demand epic quests—and their dangerous drawbacks.
  • Rules for mass combat and organizations, which place the fate of thousands in characters’ hands.
  • Vehicle, chase, and structure rules covering everything from steampunk car chases to chariot races and attacks on castle walls.
  • Rules for Relationships, followers, and antagonists, which let you design boon companions and dire enemies.
  • Numerous ways to customize Fantasy AGE’s rules. Organize stunts into packages, adjust the game’s lethality, and more.

This book opens the way to new genres and campaign styles. Run a steampunk campaign with gunfighters and clockwork cars, or a battle of good versus evil featuring divine magic and Blooded characters, descended from dark and angelic beings. The choice is yours!

 
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Reviews (2)
Discussions (5)
Customer avatar
March 13, 2018 2:21 am UTC
First of all, I own the other two Fantasy AGE books (and pdfs), and have run this system more than any other game in the past two years (and Dragon Age before that), and love the simplicity of this system, and how the stunt system adds excitment to it.

That being said, game’s combat system sufferers from taking way longer than it should (not as bad as 4th ed, but maybe close to Pathfinder). I was hoping to hear that there might have been some update in this book to solve that problem. I have not read that there is, but a table of contents might have show all the finer details of what could be in this book.
Customer avatar
Corwyn C March 14, 2018 10:40 pm UTC
I'd be interested to know why you feel the combat takes longer and what improvements you'd be looking for.
Customer avatar
March 15, 2018 2:08 am UTC
It is the limited damage one can do, and the armor points that counter it. So, if the enemy have decent armor, combat can take a while. And let's all just agree that after 6 or rounds of combat, people stop getting creative with their combat descriptions :-(

So, we are trying a few things:
1.) This Saturday we are taking the "Escalation Die" rule from 13th Age rpg and applying it to damage rolls in the player's attacks. So, on the 2nd round everyone add +1 to damage, 3rd round, +2 damage, until you are at the 7th round and it maxes at +6 (they call it an escalation die, because you use a big d6 in the middle of the table to keep track of where the bonus damage is).

2.) if that does not seem to work, we might just go with armor being a bonus to the Defense instead of taking off damage (just like any D&D, and clone of D&D). That will require a lot of experimentation tho... so I hope the first choice works ;-)
Customer avatar
Matthew F March 16, 2018 2:46 am UTC
PURCHASER
Without spoiling too much, I can say that there are options and suggestions to make combat quicker and more lethal for both sides.
Customer avatar
Michael B March 16, 2018 5:09 am UTC
The problem with 4th Ed was only partially about damage and HP. The bigger issue was of option bloat and action economy. 4E was slow because people wanted to use all 3 actions and get the most out of a turn and use their powers just right and their immediate and opportunity actions. That took a lot of planning and execution time. Now, for some, that was the fun of it, so it was not a problem. But for some, who wanted to move out of combat sooner, it was an issue. I personally enjoyed it just fine. I love the tactics.
But the problem you describe in Fantasy Age is almost purely one of attrition rates. And those are by far the easiest to tweak. You simply need to reduce the HP of the monsters so they fall faster for you (fewer than 6 rounds as you say) and then because they die faster, you may need to increase the damage they do so they can pose the threat to party resources. I think the escalation die is perhaps a mechanic to achieve that, it will increase the damage which is essentially the same as reducing...See more
Customer avatar
Jeff W March 12, 2018 6:46 pm UTC
Can we get a table of contents preview, just so people know what actually comes in this?
Customer avatar
Curtis B March 10, 2018 4:28 am UTC
PURCHASER
A great addition to a alredy awesome roleplaying system! 4.8/5.0 Green Ronin, Thank you for this addition and looking forward to future additions!
Customer avatar
Gabriel F March 06, 2018 12:08 am UTC
Adding the table of contents as part of the preview would be very helpful. People in the forum and the groups keep asking what's in it and it would be easier to just show them the table of contents to know what are the new classes, specialisations, arcana and spells.
Customer avatar
Matthew F March 05, 2018 11:39 pm UTC
PURCHASER
Are you guys planning on doing a preview?
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Product Information
Silver seller
Rule System(s)
Pages
128
Publisher Stock #
GRR6005e
File Size:
29.14 MB
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File Last Updated:
March 26, 2018
This title was added to our catalog on March 05, 2018.