Fantasy AGE 2E: Core Rulebook

Fantasy AGE 2E: Core Rulebook

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Manufacturer: Green Ronin Publishing

Leap into sword and sorcery RPG adventures with the Fantasy AGE Core Rulebook! Powered by the popular Adventure Game Engine (also used in The Expanse, Modern AGE, and Blue Rose RPGs), Fantasy AGE is easy to learn and a fun to play and it's the perfect entry point for new players.

Fantasy AGE 2E: Core Rulebook includes these features:

 • Simple Character Creation - Pick an ancestry (such as draak, dwarf, goblin, or wildfolk), pick a class (envoy, mage, rogue, or warrior), pick a specialization (such as duelist, diplomat, pirate, and sword mage), and jump into the action.

 • Heroic Stunts - The heart of the game is the stunt system, which brings dynamism and drama to the table. Roll doubles on 3d6 to pull off unexpected moves in combat, cast more potent spells, perform amazing feats of physical and mental prowess, or even cut a rival down to size with a few clever words.

 • Mighty Magic - Spell casters learn arcana, which are themed groups of spells. Mixing and matching the 19 arcana gives the mage class a huge amount of flexibility. To get started, choose two arcana like Beast, Cold, Death, Earth, Fate, Fire, Healing, Protection, Mind, and Shadow.

 • Game Master Guidance - If you are new to RPGs or have never GMed before, this book breaks it all down for you. Not just GM advice but practicalities as well. There's guidance for each of the GM's four roles: Game Planner, Game Host, Game Runner, and Game Moderator.

 • Customizable Rules - The GM can use optional rules for the campaign to better reflect the setting. Choices include the twin systems of Peril and Daring, which allow for dramatic swings from disadvantage to advantage as the tension builds. Horror rules can give the campaign a sinister turn. The Fortune system turns Health into a combination of resilience and luck that can influence outcomes.

 • The Stranger Shores - The Core Rulebook introduces a campaign setting of its own called Stranger Shores. Brave the Deeps, which have been the doom of many a ship. Sail with a Mystic Navigator to travel to distant lands.

 • Breakwater Bay - Enter the Stranger Shores with Breakwater Bay, a starting adventure area to kick off your campaign. The book includes Set Sail for Breakwater Bay, a complete adventure.

 • So Much More - You'll also find character talents, challenging monsters, chase rules, magic items, relationships and bonds, and more. This is the complete package.

288 pages