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Fantasy Age - Second Edition

Reference: GRR6101

Leap into sword & sorcery RPG adventures with the Fantasy AGE Core Rulebook!
  • English
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Fantasy Age - Second Edition

Description

Based on the popular Adventure Game Engine, Fantasy AGE 2nd Edition is easy to learn, fun to play and welcoming to new players. The Fantasy AGE core rulebook includes the following elements:

  •     Simple character creation: Choose an ancestry (draak, dwarf, goblin, savage), a class (envoy, mage, rogue or warrior), a specialization (duelist, diplomat, pirate, sword mage) and jump!
  •     Heroic stunts: The heart of the game is the stunt system, which brings dynamism and drama to the table. Roll doubles on 3d6 to achieve unexpected moves in combat, cast more powerful spells, perform amazing physical and mental feats, or even reduce a rival to a few clever words.
  •     Powerful magic: spellcasters learn arcana, which are themed groups of spells. The mix of 19 arcana gives the magician class great flexibility. To begin with, choose two arcana such as Beast, Cold, Death, Earth, Fate, Fire, Healing, Protection, Spirit and Shadow.
  •     Tips from the game master: If you're new to role-playing or have never played as a GM, the basic book explains everything. It's not just advice for the GM, but practical advice too. There are tips for each of the four GM roles: Game Planner, Game Animator, Game Runner and Game Moderator.
  • Customizable rules: The GM can use optional rules for the campaign to better reflect the context. Choices include the twin systems of Peril and Audacity, which shift from disadvantage to advantage as tension builds. Horror rules can give the campaign a sinister twist. The Fortune system is another way of managing health and damage, introduced for the first time in The Expanse RPG.   
  •  Stranger Shores: The core book introduces a campaign setting of its own, called Stranger Shores. Brave the abyss, which has been the undoing of many a ship. Sail with a mystical navigator to distant lands.    
  • Breakwater Bay: Enter Stranger Shores with Breakwater Bay, a starting adventure zone to launch your campaign. The book includes Set Sails for Breakwater Bay, a complete adventure. 
  • Much more: You'll also find character talents, challenging monsters, chase rules, magic items, relationships and links, and much more. It's a complete package.
    Swords, sorcery, waterfalls and unknown shores: the Fantasy AGE core rulebook is your gateway to exciting new RPG adventures!

Technical sheet

  • Language(s)
  • Number of pages
  • Book cover
  • System
  • Country of origin
  • Warning(s)
    Warning! Not suitable for children under 3 years of age. Small parts. Choking hazard.
  • EAN 9781949160321
  • Publishers Green Ronin

Description

Based on the popular Adventure Game Engine, Fantasy AGE 2nd Edition is easy to learn, fun to play and welcoming to new players. The Fantasy AGE core rulebook includes the following elements:

  •     Simple character creation: Choose an ancestry (draak, dwarf, goblin, savage), a class (envoy, mage, rogue or warrior), a specialization (duelist, diplomat, pirate, sword mage) and jump!
  •     Heroic stunts: The heart of the game is the stunt system, which brings dynamism and drama to the table. Roll doubles on 3d6 to achieve unexpected moves in combat, cast more powerful spells, perform amazing physical and mental feats, or even reduce a rival to a few clever words.
  •     Powerful magic: spellcasters learn arcana, which are themed groups of spells. The mix of 19 arcana gives the magician class great flexibility. To begin with, choose two arcana such as Beast, Cold, Death, Earth, Fate, Fire, Healing, Protection, Spirit and Shadow.
  •     Tips from the game master: If you're new to role-playing or have never played as a GM, the basic book explains everything. It's not just advice for the GM, but practical advice too. There are tips for each of the four GM roles: Game Planner, Game Animator, Game Runner and Game Moderator.
  • Customizable rules: The GM can use optional rules for the campaign to better reflect the context. Choices include the twin systems of Peril and Audacity, which shift from disadvantage to advantage as tension builds. Horror rules can give the campaign a sinister twist. The Fortune system is another way of managing health and damage, introduced for the first time in The Expanse RPG.   
  •  Stranger Shores: The core book introduces a campaign setting of its own, called Stranger Shores. Brave the abyss, which has been the undoing of many a ship. Sail with a mystical navigator to distant lands.    
  • Breakwater Bay: Enter Stranger Shores with Breakwater Bay, a starting adventure zone to launch your campaign. The book includes Set Sails for Breakwater Bay, a complete adventure. 
  • Much more: You'll also find character talents, challenging monsters, chase rules, magic items, relationships and links, and much more. It's a complete package.
    Swords, sorcery, waterfalls and unknown shores: the Fantasy AGE core rulebook is your gateway to exciting new RPG adventures!

Technical sheet

  • Language(s)
  • Number of pages
  • Book cover
  • System
  • Country of origin
  • Warning(s)
    Warning! Not suitable for children under 3 years of age. Small parts. Choking hazard.
  • EAN 9781949160321
  • Publishers Green Ronin

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