GRR6100 FantasyAGE2e Quickstart 2024-03-21
GRR6100 FantasyAGE2e Quickstart 2024-03-21
GRR6100 FantasyAGE2e Quickstart 2024-03-21
2nD
eDITIOn
Credits
Design: Steve Kenson Development: Ian lemke
Terror of the Ghost Ship Written By: Steve Kenson
Adventure Game Engine (AGE) created by Chris Pramas
Based on Fantasy AGE Second Edition by: Steve Kenson, Ian lemke,
Chris Pramas, Malcolm Sheppard, and Owen K.C. Stephens
Editing: Skylar Mannen Graphic Design and Art Direction: Hal Mangold
Cover Art: Wayne Reynolds Cartography: John Wilson
Interior Art: Elena Barbieri. Eric Belisle, Simon Carr, Javier Charro,
Jan Cruz, Toby Fox, Claudia Ianniciello, Istockphoto.com/S_Bachstroem,
Diego Gisbert llorens, Anderson Maia, Andrey vasilchenko, and carlos Villa
Team Ronin: Joseph Carriker, Kara Hamilton, Troy Hewitt, Steven Jones, Steve Kenson, Ian Lemke,
Nicole Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Malcolm Sheppard, Dylan Templar, and Alexander Thomas
Fantasy AGE Quickstart is ©2024 Green Ronin Publishing, LLC. All rights reserved. Green Ronin,
Adventure Game Engine, AGE System, and their associated logos are trademarks of Green Ronin Publishing, LLC.
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Seattle, WA 98118
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[email protected]
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1
Welcome to Fantasy age!
I If You’ve Never Played a
f you’re reading this, you’re about to delve into the
fantastic world of fantasy roleplaying! This Quickstart
document includes all of the information you need to Roleplaying game Before
play through an adventure for the Fantasy AGE roleplaying
game using an abbreviated version of the full game’s rules. If you’re interested in trying this out but have no idea what
Fantasy AGE is a game wherein you and your friends tabletop roleplaying is all about, that’s great! Roleplaying is
collaborate to play out the stories of fantasy heroes like those some of the most fun you’ll ever have with your friends, but
in novels and films. They pit their skill at arms, mysterious teaching all of the basics of roleplaying is a bit beyond the
magic, and cunning schemes against terrible monsters, deadly scope of this Quickstart. Start by going online and searching
hazards, and villainous foes in quests for glory, treasure, and for some basic info. The Wikipedia page “role-playing game
immortalization through bardic song. (pen and paper)” is a little dry but still makes for a decent
There’s a bit more to it, of course, but that’ll suffice for the starting point. Better yet, check out online videos of people
purposes of getting you started on this text and the adven- playing tabletop RPGs (there are a ton of them, including
ture within. For this Quickstart, we’ve simplified matters, Fantasy AGE games) or track down a friend who’s done this
providing pre-generated characters (you’ll find them at the kind of thing before and ask them to show you how it’s done.
end of this book) and a ready-made adventure for them. The full Fantasy AGE Core Rulebook also introduces more of
the concepts of roleplaying and gives advice to GMs. Trust
What’s Included us—even if this is your first time, you’re going to love it.
The Fantasy AGE Quickstart has three parts. The first is a Before You Play
condensed guide to the Adventure Game Engine, or AGE
system, game rules that power the game, including a quick Before the group gets together to play, the Game Master
reference sheet players can keep handy during play. The should read this whole book, print out at least one copy of each
second is an introductory adventure called Terror of the Ghost pre-generated character, and print out enough copies of the
Ship, wherein the characters explore an abandoned ship at sea Quick Reference sheet so each player can have one. If you’re
and confront the creature that killed its crew. The third is a working from a printed copy of the Fantasy AGE Quickstart,
set of pre-generated characters for the players referred to as you can download a free, printable PDF copy from greenronin.
player characters, or PCs for short. com. Other players can read the rules section of the Quickstart if
they want to, but they shouldn’t read the adventure (spoilers!).
What You’ll Need
To play through this Quickstart, you’ll need at least two
Character
people, though four to seven is best. One person takes the role Everything a player needs to know during the game can be
of Game Master (GM) while the others are players. You’ll found on their character sheet. It includes character details
also need at least three regular, six-sided dice (abbreviated like Ability Scores, Ability Focuses, Ancestry, Background,
d6). Ideally, one of the dice should be a different color or size Class, Talents, Equipment, and Arcana, all described here.
to differentiate it from the others. You’ll also need copies of
various parts of this Quickstart, but more on that later. Pencils
Ability Scores
or pens and paper, or electronic means of recording informa-
Let’s start the tour of the Fantasy AGE character sheet by
tion at the game table, are also necessary.
looking at its backbone: the nine abilities.
• Accuracy measures aim, precision, and your ability to hit
targets with ranged or thrown weapons.
About the Rules • Communication covers social skills and generally
The condensed rules presented in the Fantasy AGE Quickstart making friends and influencing people.
cover the basics, but you should be aware that some rules • Constitution is your character’s overall health, fortitude,
included in the full game have been left out. None of the char- and resistance to harm, illness, and fatigue.
acter creation rules are included, for example, nor have the full
systems for arcana or the details on the many magical trea- • Dexterity covers deftness, agility, and reaction time,
sures characters might find. Many rules have been simplified or affecting how quickly and gracefully you move.
narrowed for use in this single context to help ease you into the
• Fighting is your character’s capability in close combat,
system. If you run the sample adventure Terror of the Ghost Ship
with the full Fantasy AGE rules, you can expand elements of the ranging from a brawl to wielding weapons.
adventure to work with them. • Intelligence measures a character’s reasoning, memory,
problem-solving, and overall knowledge.
2 Introduction
• Perception is the ability to pick up on and notice things
using any of the character’s senses.
Focus list
• Strength is sheer muscle power and the ability to apply
For your reference, here is the full list of focuses found in Fantasy
it, from lifting heavy things to feats of athletics.
AGE rulebook. In these Quickstart rules, a character never needs a
• Willpower measures self-control, self-discipline, mental specific focus to attempt a test.
fortitude, and confidence. • Accuracy: Arcane Blast, Black Powder, Bows, Brawling,
Abilities have scores on a numeric scale from –2 (quite poor) Dueling, Grenades, Light Blades, Slings, Staves.
to 4 or more (truly outstanding). Your character’s ability scores • Communication: Animal Handling, Bargaining, Deception,
provide a “snapshot” of the areas where your character is Disguise, Etiquette, Gambling, Investigation, Leadership,
outstanding, above average, average, or poor, and you use these Performing, Persuasion, Seduction.
scores to determine the outcome of most actions in the game. A • Constitution: Rowing, Running, Stamina, Swimming,
score of 1 is considered average for player characters, who are, Tolerance.
after all, the main characters of the story. A score of 0 is average • Dexterity: Acrobatics, Calligraphy, Crafting, Initiative, Leger-
for everyday individuals, the sort of folks with the good sense demain, Lock Picking, Riding, Sailing, Stealth, Traps.
to avoid adventures and getting into all sorts of trouble. • Fighting: Axes, Bludgeons, Heavy Blades, Lances,
Ability Focuses
Polearms, Spears.
• Intelligence: Arcana, Arcane Lore, Brewing, Cartography,
Cryptography, Cultural Lore, Engineering, Evaluation,
Some abilities have one or more words in their box. These are
Healing, Heraldry, Historical Lore, Military Lore, Musical
focuses—areas of expertise that fall under that ability. Focuses Lore, Natural Lore, Navigation, Religious Lore, Research,
are generally self-explanatory. For example, characters Thieves’ Lore, Writing.
with the Persuasion focus are especially good at using their
• Perception: Empathy, Hearing, Searching, Seeing, Smelling,
Communication ability to persuade someone. It’s important Tasting, Touching, Tracking.
to note, however, that characters don’t usually need to have
• Strength: Climbing, Driving, Intimidation, Jumping,
a focus in order to try something. A focus is just an added
Might, Smithing.
benefit for characters with special aptitude or training. For
• Willpower: Courage, Faith, Morale, Self-Discipline.
example, characters without the Persuasion focus can still try
Basic Rules 3
to persuade people. They simply use their Communication
Character score without any added bonus. It’s just that characters with
Ancestry
You can choose from one of nine ancestries in Fantasy AGE:
draak, dwarf, elf, gnome, goblin, halfling, human, orc,
GOBLINS and wildfolk.
• Draak are tall, scaly, dragon-like humanoids. They tend
to be strong and willful and possess qualities like magic
resistance or the ability to breathe fire as a special stunt.
Gnomes • Dwarves are stout folk who are associated with stone,
metal, and the deep places of the world, known for their
skill at arms and talent as miners and builders.
• Elves are graceful and perceptive people with intrinsic
connections to the natural world and ancient magical
traditions. They make consummate hunters and scouts,
combining agility and subtle sorcery to great effect.
4 Basic Rules
bodies, broad mouths, sturdy builds, and underbites that
expose tusk-like teeth.
• Wildfolk are creatures of faerie, combining human-like Character
features with the physical and personality traits of one Ancestries
broad class of animal.
Each ancestry conveys certain benefits, which are included
in the pre-generated characters in this Quickstart.
Background
Each Fantasy AGE character has a background that
details their social class and their upbringing or life
before becoming an adventurer. Each background provides
an ability focus, and the pre-generated characters have their
backgrounds listed on their character sheets. Many other back-
grounds are available in the full Fantasy AGE Core Rulebook. ELVES
Class
Adventurers in Fantasy AGE belong to one of four
classes: envoy, mage, rogue, or warrior.
• Envoys are skilled in negotiation, social skills, and
working with or leading others. HuMaNS
• Mages know the secrets of arcana and how to wield
magic and cast various spells.
• Rogues are trained in stealth, subterfuge, and combat
focused on speed and agility.
• Warriors are trained in the widest range of weapons and
fighting styles.
Class determines a character’s starting Health, the weapon
groups they are trained to use (see the Equipment section), Orcs
and provides certain class powers and access to class stunts,
detailed on their character sheets.
level
Over time, characters can increase in level, improving their
class powers and gaining other benefits—a process often
referred to as “leveling up” in RPGs. The pre-generated char-
acters in the Quickstart are level 1 characters, but Fantasy AGE
characters can improve up to level 20.
Talents
Characters also have talents, giving them specific benefits
based on natural aptitude or specialized training. Talents come
in three degrees: Novice, Expert, and Master. The pre-generated
characters’ talents, their degree with each, and their benefits are
explained on their character sheets. All of the many other talents
in the game are detailed in the Fantasy AGE Core Rulebook.
Equipment
Fantasy AGE characters make use of various equipment,
Wildfolk
particularly armor and weapons and other survival or adven-
turing gear.
Basic Rules 5
Weapons and Weapon Groups The character sheets list a character’s armor, Armor Rating
and Armor Penalty, if they carry a shield, and, if so, what type
Adventurers often rely on trusty weapons to defend them- it is and what bonus it has.
selves against monsters and other foes. Classes like rogues
and warriors particularly specialize in wielding weapons.
Other Equipment
Weapons in Fantasy AGE are broken down into weapon
Adventurers often carry other equipment to survive in the
groups; characters are listed as trained in certain weapon
wilderness or overcome various hazards. Each pre-generated
groups on their character sheets. If you are trained in a
character has a list of their equipment and descriptions of
weapon group, you can use its weapons normally. If you are
what it is for.
untrained in a weapon group, you take a –2 penalty on attack
rolls with those weapons, inflict half total damage (rounded
down), and the weapon’s range is also halved (if it has one).
Arcana and Spells
The pre-generated characters are trained in all of the weapons Fantasy AGE mages know various arcana, areas of arcane or
they carry, as listed on their character sheets. magical knowledge, which allow them to cast different spells,
The character sheets list a character’s weapons, their bonus specific applications of those arcana. The pre-generated mage
to attack with them, and the damage they inflict on a successful characters have their arcana and spells listed on their char-
hit, as well as their effective distance for ranged weapons. acter sheets.
Character
Classes
6 Basic Rules
Casting Spells (Hearing). If one character has an advantage over their
opponent that’s not already reflected in their ability or focus,
See the Combat Encounters section on p. 10 for details on those circumstances may provide a bonus or penalty to the
casting spells. The descriptions and effects of a mage’s spells roll. Such modifiers are usually no worse than –3 or better
can be found on their character sheets. than +3. So, if it’s dark, the sneaking character might get a
bonus to slip past the sentry unnoticed.
Tests Advanced Tests
The Adventure Game Engine system for Fantasy AGE uses three
six-sided dice (abbreviated 3d6) for tests of characters’ abili- A task might be so complicated or time-consuming that it is
ties. Note that one of the dice should be differentiated from inappropriate to resolve it with a single roll. Examples include
the other two by color, size, or something else; this is known doing in-depth research, navigating through difficult condi-
as the Stunt Die. Tests are made to find out whether your tions, or competing with another speaker or performer to win
character succeeds or fails when a chancy situation comes up a crowd’s approval. These situations involve an advanced
in the game. Tests come in four main forms: basic, opposed, test. Advanced tests are basic or opposed tests that require a
advanced, and challenge. series of rolls before success can be achieved. Each individual
roll is carried out like a basic or opposed test.
Basic Tests On a sufficient roll—one that meets the TN or exceeds the
opponent’s result—the result of your Stunt Die is added to a
To make a basic test, the most common kind, roll 3d6 and add running total. On an insufficient roll, nothing is added. (Or
the relevant ability score. If you have an appropriate focus for your opponent’s running total may increase, for an opposed
that ability, add +2 more. For example, when attempting to advanced test.) Success at the advanced test is achieved when
dodge around an obstacle, you roll 3d6, add your Dexterity the running total meets or exceeds the advanced test’s success
score, and add +2 if you have the Acrobatics focus. A char- threshold, which usually ranges from 5 to 20 or more. Each
acter may only add one ability score and one focus bonus per roll takes a certain amount of time—a round, a minute, an
test. Appropriate focuses for a given test are listed in paren- hour, or any other increment—depending on the test, so
thesis after the ability the test calls for. For example, “an Intel- an advanced test can also be used to determine how long a
ligence (Healing) test.” However, you don’t need to have the task takes. Each roll might also consume some number of
focus to attempt a test unless it says “required” after the focus. resources. So, usually, an advanced test can be failed only
The sum of your dice roll, ability, and focus bonus are if time or resources run out, or if—in an opposed advanced
compared to a target number (TN) that represents the difficulty test—your opponent wins the test first.
of the test. The harder it is to succeed, the higher the TN. If the
sum or your roll equals or exceeds the TN, then you pass the Challenge Tests
test and succeed! The target numbers for various tests are given
in the rules and in the text of the adventure in this Quickstart. Some actions in Fantasy AGE impose consequences or setbacks
when characters don’t do them well enough. These challenge
Basic Test: 3D6 + Ability Score + Focus
tests can be thought of as advanced tests with added risks.
Bonus (+2) versus Target Number
As with an advanced test, the Game Master determines
Sometimes the circumstances of a test make it easier or more a difficulty and success threshold and how much time each
difficult than normal, giving a bonus or penalty to your total. roll represents. The GM also decides on the ability and focus
Such bonuses are rarely greater than +3 and penalties rarely for the test and may vary them, or they may require different
worse than –3. Typically, if circumstances make a test easier or abilities or focuses in succession. Unlike an advanced test, a
harder, the Game Master can adjust the target number rather challenge test has consequences for each failed roll beyond
than the total of your roll. just wasting time and resources. These consequences come
Basic Rules 7
Degree of Success
Most of the time, you only need to know if an ability test
succeeds or fails: Did you accomplish the goal or not? Some-
times, however, it’s important to know to what degree you
succeeded. This is one of the uses of the Stunt Die. Check the
dice on your ability test and note the number on the Stunt Die.
The higher the value, the greater the degree of your success:
A 1 on your Stunt Die means you barely pulled it off while a
6 (or better, due to modifiers to the Stunt Die) means you did
it flawlessly. Note that if you failed the test, the result of the
Stunt Die is generally irrelevant.
The Game Master tells you when the degree of success is
important and will ask for the Stunt Die’s value as well as
your test total in those cases. This usually makes it a good idea
to leave the dice on the table as you rolled them until your test
is complete, just in case you need to refer to them again.
Example
Your character is doing a quick repair job. The GM asks for a
test to see if you can do it but also asks for the degree from the
Stunt Die to see how well you perform. With just a 1, the repair
might not even last for the whole encounter while, with a 6, it’s
almost as good as new!
Stunts
There’s a difference between accomplishing something and
really accomplishing it with style. That difference comes into
play in the AGE system with stunts.
When you roll dice for a test and any two or more of
the dice show the same number, that test generates stunt
points (abbreviated SP). If the test is successful, you can use
these points to enhance the results, pulling off some special
maneuver, trick, or flourish beyond just the benefits of
success. In fact, you must spend any stunt points you generate
on a test or else they disappear at the end of your turn. The
kinds of stunts you can achieve depend on the type of action
and encounter. See the Encounters section for examples of
stunts you can perform during combat, exploration, and
social encounters.
As a general rule, only active tests generate stunt points,
such as when your character is trying to accomplish or achieve
something. Tests you make in response to something else,
such as a test to resist an effect, or a follow-up test required
by another action, do not generate stunt points. This includes
tests required when performing stunts themselves. Tests that
do not generate SP are designated simple tests.
Example
In your test chasing after someone, you roll 3, 3, and 4 for a
total of 10. You also have two matching numbers on the dice
(two 3s), so your test generates stunt points. With a result of
4 on the Stunt Die (the last die listed), you get 4 SP to spend
immediately. Maybe you clear the obstacles so effectively that
you’re also able to put something into the path of your quarry,
helping you to catch up, for example.
8 Basic Rules
Damage & Conditions Frightened
You are afraid of a specific person, place, or object. Until this
Adventurers risk danger from deadly monsters to cunning
fear subsides, you must use one of your actions to move away
traps and various hazards. When those dangers strike, char-
from the source of your fear each round or suffer a –3 penalty
acters might suffer damage or various conditions.
to all ability tests, with the exception of any tests required to
Basic Rules 9
Health recovers to 1 or higher. If you are merely sleeping with
no outside influence, succeeding at a Perception test as noted
Combat Encounters
above wakes you. Otherwise, based on circumstance.
When a fight breaks out and it matters exactly who does what
Recovery when and in what order, it’s time for a combat encounter.
Combat encounters have other uses as well. Essentially,
When your character has lost Health, there are several ways anything that would be considered an action scene in a movie
to recover. with potential conflict can be handled as a combat encounter.
During a combat encounter, an order of initiative is deter-
Heal Action mined at the beginning of the encounter, and then all of the
characters take turns in that order. Each cycle of all characters
Another character can aid you with a Heal action (see Heal taking their turn is called a round. When each round ends, a
under Major Actions, following). You can’t benefit from new round begins—using the same initiative order.
another Heal action until you take more damage, as there is
only so much benefit you can gain from first aid. Initiative
Magic At the beginning of a combat encounter, each character rolls
an opposed test using Dexterity (Initiative). Rather than one
You can be healed with a spell or other supernatural power, character winning, however, all combatants’ test results are
following the rules listed for that spell, or power. ranked in order from highest to lowest. Combatants then
take their turns in that order. Ties are broken the same way as
Rest other opposed tests. The GM usually rolls separately for each
important NPC but rolls for minor NPCs in groups, who all act
Rest can help you recover as well. There are three kinds of rest
at the same time (to keep things simple).
in Fantasy AGE:
• A breather is a 5-minute rest that lets you catch your Actions
breath and tend to minor injuries. After a breather, you
regain 5 + your Constitution + Level in Health. You can On their turn, a character can take one major action and one
only take one breather after an encounter. If you have a minor action. If the player wishes, however, their character
Defeat Condition at the end of an encounter, you can’t may take two minor actions instead. The most common major
take a breather. and minor actions are listed here, but other specialized actions
are detailed in the Fantasy AGE Core Rulebook. Using these as
• A light rest is at least three hours where you don’t perform
a guide, the GM can adjudicate other actions.
any actions more strenuous than speaking, reading, or
walking no more than half your Speed. During a light rest, Major Actions
another character can devote time to treating your inju-
Defend
ries, provided they have access to the correct supplies. The
healer makes a TN 13 Intelligence (Healing) test. If they You focus on defending yourself, gaining a +4 bonus to your
succeed, they restore Health equal to their Intelligence + 5 Defense until the start of your next turn.
+ the healer’s level + the Stunt Die result.
Heal
• A total rest is at least six hours of total inactivity. At the
end of a total rest, you recover 10 + your Constitution + You provide quick medical assistance to yourself or an injured
Level in Health. ally. You must be adjacent to your ally and have some source
of bandages. This is a TN 11 Intelligence (Healing) test. If you
Encounters succeed, your ally regains Health equal to the Stunt Die +
your Intelligence (minimum of 1). A character cannot benefit
Fantasy AGE adventures are broken down into encounters, from another Heal action until they take additional damage.
which come in three types: combat, exploration, and social.
Melee Attack
• Combat encounters are when things are happening fast
and characters are called upon to fight and deal with This is a close-range attack on an adjacent opponent with a
life-threatening situations. weapon such as a fist, knife, or sword. Roll a basic test of Fighting
and the appropriate focus for the attack with a TN equal to the
• Exploration encounters involve the characters seeking
opponent’s Defense. If the test succeeds, roll the attack’s damage.
out information, which could involve investigating a
mystery, traveling through dangerous terrain, or delving Ranged Attack
into an ancient ruin.
This is an attack with a bow or other weapon that’s shot or
• Social encounters are interactions between the player thrown. Roll a basic test of Dexterity and the appropriate
characters and various non-player characters, usually focus for the attack with a TN equal to the opponent’s
aimed at achieving particular ends. Defense. Attacks on enemies farther away than a weapon’s
10 Basic Rules
Range (but no farther than 1.5 Range) suffer a -2 penalty. If the
Guard Up
test succeeds, roll the attack’s damage.
You are ready to defend and counterattack. You gain a +1 bonus
Run to your Defense until your next turn. Note that you may not
You move up to double your Speed in meters. You must use Guard Up and the Defend major action in the same turn.
already be in a standing position to do this. If you are
Move
running after someone who is also using this action, or they
are running after you, you have a Chase on your hands (see You move up to your Speed in meters. If you limit your travel
Chases on p. 12). to half your Speed, you can also drop prone, stand up, or
mount or dismount a mount or vehicle as part of your Move.
Stunt Attack
Prepare
You focus on performing a specific stunt. Roll an attack as
usual. A successful attack awards you 2 stunt points, but the You postpone your major action. You declare one major action
attack itself inflicts no damage. If you roll doubles, you earn and your choice to Prepare it. Afterwards, your turn ends, but
stunt points equal to the Stunt Die result or 2 SP, whichever is at any time until the beginning of your next turn, you can
greater. You can choose a stunt that damages your opponent, interrupt another character and take your prepared action
but the base attack still does no damage. immediately. If you don’t use the prepared action by the start
of your next turn, you lose it, although you can choose to
Minor Actions Prepare the same action again.
Activate Ready
You start using an ability, device, or something else that
You draw a weapon, pull out a tool, or otherwise get ready to
requires a moment of concentration, or you continue to main-
use some stowed item on your person. As part of this action,
tain such an ability.
you can also put away something you already had in-hand.
Aim Variable Actions
You carefully plan your next attack. If your next action is a
Cast a Spell
melee attack or ranged attack (even on your next turn), you
gain a +1 bonus on that attack roll. You cast a spell you know, which requires a minor or major
action, depending on the spell. Make a casting roll, which is
Basic Rules 11
an Intelligence test against the spell’s Target Number. If you Chases
succeed, you pay the spell’s MP cost, and it takes effect as
described. If you fail the test, you pay half the spell’s MP When one character chases another, an advanced TN 13
Cost and either nothing happens or you have the option of Constitution (Running) test is required from each participant.
pushing the spell: paying the full MP Cost, plus the amount Track accumulated points from the Stunt Die for each roll.
by which you failed the roll, in order to have the spell succeed The character with the highest Speed adds +1 on top of the
and take effect. In this case, you don’t generate any Stunt Stunt Die result for each successful test.
Points, because the casting roll technically did not succeed. The first character to hit 10 accumulated points in an indoor
or urban area, or 15 points in an outdoor or suburban area,
Free Actions may choose to end the chase, either escaping or catching their
quarry. If two people in a chase are within 2 points of each
Actions even less substantial than the minor actions listed
other, they are virtually neck and neck. Vehicles and mounts
here are free actions. Examples include saying something
may also be involved in chases, though they use their own
simple or glancing around. A character can take as many free
ability focuses, and get bonuses against slower participants.
actions as they wish as long as the GM agrees they have time.
12 Basic Rules
used in exploration encounters to enhance your actions. refer-
Attitudes
ence the Exploration Stunts table on page 17 to see what you
can potentially do. 3d6 Roll Attitude Interaction Modifier
Exploration encounters can feature a variety of events and 3 or less Very Hostile –3
challenges. These usually don’t happen round by round, 4–5 Hostile –2
instead happening over periods of time determined by the
6–8 Standoffish –1
GM. The most common events include the following ones.
9–11 Neutral +0
Hazards 12–14 Open +1
Adventure Awaits!
you a clue: a fact about what’s going on. You can also use
investigation tests to find out information that isn’t directly
related to the adventure but that may help you in other ways.
Hopefully this Quickstart whets your appetite for further
In those situations, you don’t automatically find the lead. You
adventures in Fantasy AGE. If you have questions, or want
must make an appropriate test to discover it in the first place.
more, the Fantasy AGE Core Rulebook is your next stop. It
Social Encounters contains everything you need to run adventures for characters
of levels 1–20, including an introductory setting and adven-
Social encounters work much like exploration encounters ture designed to suit many different campaigns. You’ll also
except the focus is on interacting with other people rather want to check out the Fantasy AGE Game Master’s Kit, which
than with the environment. Social encounters normally use comes with a reference screen for gameplay, stunt reference
basic tests when you want to make an impression on a group cards, and an additional adventure.
Basic Rules 13
Player Reference
Character Mynn
Name
45 6 33 6 64 4
Ranged
Cost andWeapon Attack
either nothing happens or Roll Damage
you have the option Short Range long Range Reload
of pushing
Pistol the spell: paying the full
0 MP Cost, plus1d6+6 the 8 16 Major Action
amount by which you failed the roll, in order to have the No Stunt points 6 Stunt points 4 Stunt points
spell succeed and take effect. In this case, you don’t generate See the Stunt table appropriate for the
any Stunt Points, because the casting roll technically did encounter type to see what you can do!
not succeed.
14 Player Reference
Favorite and Class Stunts Spells
Conditions
Defenseless Recovery: If you gained this condition because your current
Health dropped to 0, you lose it as soon as your current Health
A Defenseless character loses their Dexterity bonus to Defense recovers to 1 or higher. Otherwise, based on circumstance.
and suffers an additional –3 penalty to their Defense.
Recovery: Based on circumstance. If an ability makes a target
Hindered
Defenseless and does not list a duration, they are Defenseless You lose one of your minor actions so that you may only take
for 1 round. a single major or minor action on your turn.
stop being Unconscious. you to half your normal Move for the rest of that turn.
Ability Scores
Accuracy measures aim, precision, and Dexterity covers deftness, agility, and Perception is the ability to pick up
your ability to hit targets with ranged reaction time, affecting how quickly on and notice things using any of the
or thrown weapons. and gracefully you move. character’s senses.
Communication covers social skills Fighting is your character’s capability Strength is sheer muscle power and
and generally making friends and in close combat, ranging from a brawl the ability to apply it, from lifting
influencing people. to wielding weapons. heavy things to feats of athletics.
Constitution is your character’s Intelligence measures a character’s Willpower measures self-control,
overall health, fortitude, and resis- reasoning, memory, problem-solving, Wealth
self-discipline, mental fortitude, and
tance to harm, illness, and fatigue. and overall knowledge. 37 gold confidence.
Player Reference 15
Character Mynn
Name
Combat Stunts
SP Cost Ancestry Wildfolk
Stunt Social Lower
Class
1–3 Boost: You gain a +1 bonus per SP spent on your first test on your next turn.
Health Background Sailor
1 Rapid Reload (Ranged): You can immediately reload a missile weapon as a free action.
381–3
max Skirmish: You can move yourself or the target of your attack 2 yards in any direction for each 1 SP you spend.
level
1the GM either gives you a new piece of
with theWarrior
Class
Stay Aware: Make a simple TN 11 Perception test focus of (Mariner)
your choice. If you succeed,
1
information you noticed, or you gain a +1 bonus to the next test you make (as long as it is before the end of your next turn).
Armor Type|Rating|Penalty Speed Defense Experience
Disarm: You and your opponent must make an opposed attack roll. If you win the test, you can knock your enemy’s weapon to the
2
Heavy Leather Armorsending
ground, - ArmoritRating 4, Penalty
1d6 + Strength 12
0 away in a direction you choose.
yards 12 Portrait
Grab (Melee): You grapple with your enemy. You and your target make opposed Accuracy (Brawling) tests. If you win, you grab your target
Move and theyCharge
can’t move out of yourRunreach until after your next turn. On subsequent
Talents, turns, you may
Specializations anduse a minorfeatures
Special action to maintain the grab,
2 preventing them from moving away from you as long as you make another successful opposed simple Accuracy (Brawling) test with your
12 6 24 WILDFOLK TYPE:
target, though your target rolls this test as a reaction—they Leopard
don’t need to use an action to try to break free. Grabbing a foe doesn’t prevent
them from attacking, casting spells, or taking DARK
other actions—they just have
SIGHT: Allows you to to stay
see adjacent
20 yardstoinyou while doing
darkness it. a light source.
without
Knock Prone: You and your opponent must make an opposed attack roll. If you win the test, you can knock your enemy Prone, as the
Accuracy
2 NATURAL WEAPON: Claws and teeth inflict 1d6+5 damage.
condition.
0
2 Mighty Blow: You inflict an extra 1d6 damage with your
SPEAK READ: Feline Wild-Speech and the Common Tongue
ANDattack.
2 Pierce Armor: You find a weakness in your enemy’s armor. The target’s Armor Rating is halved (rounded down) versus your attack.
ARMOR TRAINING - NOVICE: You can wear leather and mail armor without
Communication
Pin (Grabbed): If you currently hold a targetsuffering
by usingathe
penalty to both
Grab stunt Speed
and and
use this Dexterity-based
stunt tests (modifier
as well (this doesn’t applied).
have to be from the same
0
16 Player Reference
Favorite and Class Stunts Spells
Exploration Stunts
SP Cost Stunt
1–3 Assist: Your action helps one of your allies. That ally gets +1 to their next test per SP spent.
Wariness: You remain alert for the possible consequences of your action. You gain a +1 bonus per SP spent to the next test to avoid any
1–3 negative results from your actions. For example, if you used this stunt when breaking into a building, it would apply to hiding from
guards you may encounter.
Efficiency: Your action only takes half as much time or resources (choose one) as normal. In action time, you gain +2 to your initiative
2
rating for the rest of the encounter. You can’t stack this bonus across multiple rounds.
Insight: When performing an action that logically proceeds from this one (such as in an investigation) you gain a +1 bonus to the test,
2 and if specialized knowledge is required (including having a certain focus in order to attempt the next task at all), you can muddle or
bluff your way through, as long as it is not something extremely specific such as a password.
relationships
Compensate: While performing the task you learn how to work with your surroundings. You ignore environmental penalties to future
3 tests in the same location for the remainder of the encounter, as long as they remain the same as when you performed the action and
events do not shift to action or combat.
Extra Information: You gain an additional piece of information related to your action. If you are examining a clue, you get an
3
additional lead from it.
Cover Your Tracks: You leave no evidence you performed the action—or if possible, that the action was performed at all. Your
4
successful roll becomes the TN of tests to uncover what happened.
Ready for Action: If combat or another action scene breaks out in the location where you acted, you gain an extra minor action you can
4
use before anyone else acts, regardless of your initiative. You can also take your usual actions when your turn comes around.
Permission is granted to reproduce this page for personal use.
Swiftness: You act with supreme quickness—it’s done in moments. In action time, you do not use up the action you would have
5 normally devoted to this task. In advanced or challenge tests, you do not use up a time increment and may roll again to contribute
toward the Success Threshold.
Sabotage: Anyone who tries to undo your action or follow in your footsteps will regret it. Anyone trying to undo or duplicate your
action must make an appropriate test with a TN equal to your successful roll. If they fail, their actions are hindered in a way determined
5 by you and the GM working together. This can be anything from an embarrassing or inconvenient situation up to the equivalent of a
Moderate Hazard (2d6 damage). If you were attempting to set up a hazard or other hindrance in the first place, its intensity is increased
Magic Points
by one degree (Moderate to Major, for example) or adds an equivalent problem approved by the GM. Spellpower
Player Reference 17
Character Urla
Name
26
max
Class Mage (Arcane Scholar) level
1
MAGIC POINTS: You use magic points (MPs) to power your spells. You spend
Constitution magic points when your character casts spells. You regain them through rest and
meditation. See pages 6-7, and 9 of the Quickstart for details.
0
MAGIC TRAINING: This power allows you to cast spells. You begin with Novice
degree in two spell Arcana, Enchantment and Illusion. Each Novice degree grants
you two Novice spells. Therefore, you begin with four Novice spells total: two from
Dexterity each spell talent.
Calligraphy: Writing with artful penmanship. 3
Stealth: Sneaking quietly and out of sight. SPEAK AND READ: Goblin and Common Tongue
ARCANE SCHOLAR - NOVICE: You have a wide knowledge of magic theory and
Fighting practice. If you fail an Intelligence (Arcane Lore) test, you can reroll it, but must keep
0 the results of the second roll. Furthermore, you can read magical texts in virtually
any language. Additionally, you gain the identify enchantment spell even if you do
not possess the Enchantment Arcana.
Intelligence LORE - NOVICE: Reduce the cost of the Extra Information stunt by 1 SP whenever
you use a Lore focus.
3
Weapon Groups Brawling and Staves
Strength
0
Willpower
3
Ranged Weapon Attack Roll Damage Short Range long Range Reload
Favorite and Class Stunts Spells
ENCHANTMENT
Enchant Armor
Enchant Weapon
Identify Enchantment
ILLUSION ARCANA
Disorient
Figment
See the Spell Reference Sheet for details of what your spells do.
relationships
Permission is granted to reproduce this page for personal use.
31
max
Class Envoy (Diplomat) level
1
DARK SIGHT: Allows you to see 20 yards in darkness without a light source.
Communication DAZZLE: As a free action select one foe, who can hear you, to dazzle. If your
3 Communication is greater than their Willpower, you gain +2 to Defense.
TOUGH: When you have the Dying Condition, you may make a TN 15 Constitution
(Stamina) test each round. On a success, you become Unconscious with 1 Health.
Dexterity
2 CONTACTS - NOVICE: You can attempt to make a contact out of an NPC with a
successful Communication (Persuasion) test. The GM will set the target number. A
contact will be friendly, but needs incentive to actually help you. You can't make
someone who dislikes you or is an enemy into a contact.
Fighting
1 DIPLOMAT - NOVICE: You can reroll a failed Communication (Etiquette) or
Intelligence (Cultural Lore) test, but you must accept the result of the second roll.
INTRIGUE - NOVICE: If you fail a Communications (Ettiquette) test you can reroll it,
Intelligence but you must keep the result of the second roll.
Strength
Might: Performing feats of raw power, such 1
as lifting or holding up heavy objects.
Willpower
2
Ranged Weapon Attack Roll Damage Short Range long Range Reload
Favorite and Class Stunts Spells
relationships
Permission is granted to reproduce this page for personal use.
38
max
Class Warrior (Mariner) level
1
DARK SIGHT: Allows you to see 20 yards in darkness without a light source.
Accuracy NATURAL WEAPON: Claws and teeth inflict 1d6+5 damage.
0
SPEAK AND READ: Feline Wild-Speech and the Common Tongue
ARMOR TRAINING - NOVICE: You can wear leather and mail armor without
Communication suffering a penalty to both Speed and Dexterity-based tests (modifier applied).
0
Fighting
3
Intelligence
0
Weapon Groups Brawling, Black Powder, Heavy Blades, Light Blades, Spears
Dagger 0 1d6+4
Strength
3
Willpower
0
Ranged Weapon Attack Roll Damage Short Range long Range Reload
Pistol 0 1d6+6 8 16 Major Action
Favorite and Class Stunts Spells
relationships
Permission is granted to reproduce this page for personal use.
31
max
Rogue (Pirate) level
1
Class
DARK SIGHT: Allows you to see 20 yards in darkness without a light source.
Accuracy FLAME BREATH: You may spend 4 stunt points to immediately cast the novice
3 Fire Arcana spell flame blast as a free action. No casting roll is needed and your
Spellpower for this is 10. See the Spells section of your character sheet for details.
PINPOINT ATTACK: Once per round, you can add 1d6 to the damage of a
Communication successful attack if your Dexterity is greater than your opponent's, or if your
0 opponent is experiencing one of the following conditions: Defenseless, Prone,
ROGUE'S ARMOR: You can ignore the Armor Penalty of leather armor altogether.
Constitution
ROGUE'S SPEED: When you wear leather armor or no armor, your Speed
0 increases by 2. Total Speed shown in ( ).
SCOUTING - NOVICE: You can use the lay of the land to your advantage. If you fail
Fighting a Dexterity (Stealth) test you can reroll it, but you must keep the results of the
0 second roll.
Intelligence
Cultural Lore: Knowing the traditions and 2
beliefs of various cultures. Weapon Groups
Strength
Intimidation: Overawing others physically 2
with threats.
Willpower
0
Ranged Weapon Attack Roll Damage Short Range long Range Reload
Pistol +3 1d6+6 8 16 Major Action
Favorite and Class Stunts Spells
Flame Breath (Flame Blast): Gouts of blazing fire erupt from
your mouth, burning nearby targets. The flame blast is 8 yards
long and 2 yards wide. Anyone hit by the blast takes 2d6 + 1
damage. Targets that make a successful Dexterity (Acrobatics)
test vs. your Spellpower only take 1d6 + 1 damage.
relationships
Permission is granted to reproduce this page for personal use.
Disorient Figment
Requirements: Illusion Arcana (Novice) Requirements: Illusion Arcana (Novice)
Spell Type: Attack MP Cost: 4 Spell Type: Utility MP Cost: 2
Casting Time: Major Action Target Number: 11 Casting Time: Minor Action Target Number: 10
Test: Willpower (Self-Discipline) vs. Spellpower Test: Perception (Seeing) vs. Spellpower
You distort the senses of one visible character. You conjure a single simple visual illusion.
A target within 10 yards of you makes a Willpower The figment can look like anything you’ve seen or can
(Self-Discipline) test against your Spellpower. If the test describe (in the GM’s judgment) but can be no larger than 2
fails, the target experiences the Slowed condition (see page cubic yards in size. It has no substance and makes no sound.
9 of this Quickstart) and takes a –2 penalty to tests other than Anyone with a reason to believe the figment might not be
those affected by being Slowed. The target of disorient can real can roll a Perception (Seeing) test against your Spell-
make a new Willpower test at the start of each of your turns power to see through it. You can impart motion to the illu-
to shake off the spell; a successful test ends the spell. Other- sion by taking a minor action each round to manipulate it,
wise, it persists for the remainder of the encounter. and the figment lasts for a minute; spend an additional 2 MP
to extend its duration for another minute when it expires.
Enchant Armor
Requirements: Enchantment Arcana (Novice) Identify Enchantment
Spell Type: Utility MP Cost: 4 Requirements: Enchantment Arcana (Novice)
Casting Time: Major Action Target Number: 10 Spell Type: Utility MP Cost: 2
Casting Time: 1 Minute Target Number: 10
You touch a suit of armor or article of clothing and tempo-
rarily imbue it with arcane protection. You cast this spell and touch an item. If the spell is successful
Until the end of the encounter, the item grants a +1 Armor you immediately know if the item is enchanted, whether it
Rating or a –1 reduction to Armor Penalty over its usual is a temporary or permanent item, and have a general sense
amount. Enchant armor can be cast twice on the same item to of the nature of its enchantment. If the casting test fails you
provide both the AR bonus and the reduction in Armor Penalty, do not gain any information about the item. The GM may
but the bonuses do not stack otherwise. An ordinary item of wish to make the test secretly, so you don’t know whether
clothing like a cloak or tunic can be enchanted to provide AR 1. the item is not enchanted or you simply failed to obtain any
information.
You can extend the duration of this spell to identify addi-
tional items, taking a minute of examination and another 1
Enchant Weapon MP per item identified after the first.
Requirements: Enchantment Arcana (Novice)
Spell Type: Utility MP Cost: 4
Casting Time: Major Action Target Number: 10 Doubles on any two dice rolled as part of
a successful Casting roll produces stunt
You touch a weapon and channel your magic to temporarily points equal to the number on the Stunt Die.
45 6 33 6 64 4
imbue it with arcane power.
Until the end of the encounter, the affected item grants a +1
bonus to attack and damage rolls. Such enchanted weapons No Stunt points 6 Stunt points 4 Stunt points
count as magical against creatures harmed or otherwise
See the Spell Stunt table to see how
affected by magic weapons. you can modify your spells!
Spell Reference
Game Master Section
Forecastle
lOWER
9 DECK
8 6 10 5
2Yards
7 7
Quarterdeck
Hold
1. Main Deck 6. Crew
2. Officer’s quarters
11 Quarters 7. Cabins
3. Captain’s 8. Galley
Quarters 9. Sickbay
4. Observation 10. Privy
Deck
5. Bridge 11. Cargo Area
small craft out from a place like Breakwater might have—as or other means of observing the ship from afar. Provide
a wyrd tide sweeps the Sea Scourge closer towards land. the players with details their characters could learn from a
You can also run Terror of the Ghost Ship starting with distance, asking for Perception (Seeing) tests or other ability
the characters as survivors of a shipwreck, storm, or other tests as appropriate. Unless they are above the Sea Scourge,
disaster. Adrift on the Deep, perhaps in a dinghy, or clinging looking down, or higher than its railings, they cannot see the
to a crude raft of debris, the characters spot the ship and are bodies strewn across the deck, but you might want to mention
able to make their way towards it, hoping for rescue, only that gulls or other carrion birds are circling the ship.
to discover they were far better off than the Sea Scourge’s If characters have some means of observing the deck of the
former crew. ship from above prior to getting on board, they may learn
some of the details given in Scene 2.
Scene 1
Getting Aboard
The Ghost Ship
Getting aboard the Sea Scourge is primarily a matter of
Exploration Encounter reaching it. Characters most likely approach the other
ship in a launch or smaller boat, or on a raft or floating in
Once the players are ready to go, read or paraphrase the
the water. There is a rope ladder hanging over one railing
following introduction aloud to them:
of the Scourge, from when some of the crew attempted to
The ship you’ve sighted isn’t under sail. Although it’s fully escape the ship, allowing characters to easily climb up to
rigged and intact, it’s not under sail and appears to be the deck from the water. If you prefer to make things a bit
adrift. You’re cautious, but as you draw closer, you see no more challenging, you can have the characters climb up the
signs of activity aboard, nor any signs of damage. side of the ship or have them throw grapples up over the
Additional details depend on how the characters are railing, requiring a TN 11 Strength (Climbing) test. This
approaching the Sea Scourge, such as aboard another ship or isn’t strictly necessary, however, since the goal is to get the
in the water, and whether they have anything like a spyglass characters on board.
Scene 2
Above Decks
Exploration/Combat Encounter
Once the characters are aboard the Sea Scourge, read the
players the following:
The deck of the ship is a scene of carnage: seven bodies
are scattered across the deck, lying in dried pools of blood,
fallen weapons close at hand. Most are human, but there
is an orc, a goblin, and a wildfolk who looks like a feral
canine as well. The ship is hauntingly quiet as you survey
the scene, with nothing but the creaking of the deck as it
slowly sways on the waves slapping against the hull.
The bodies all bear wounds that look like they were inflicted
by some type of clawed beast, although the characters can’t
tell what. They have all been dead for some time: the blood
is dried and the bodies are starting to decay; scavenging
sea-birds have been at them.
The Griffkin
At some point in the characters investigation of the bodies
and other evidence on-deck, read the following to the players:
“LOOK OUT!” screams a voice out of nowhere, “CAN’T
SEE! CAN’T SEE IT!” and a shape flutters and leaps among
the rigging overhead.
Toby the griffkin (see Adversaries & Allies at the end of
the adventure) has just announced his presence. The griffkin’s
parrot-like upper body includes the ability to mimic voices,
and Toby has picked up some choice phrases from the shouted
last words of the Sea Scourge crew.
The Forecastle The room beneath the quarterdeck is clearly the captain’s
quarters. Windows along the back look out from the aft
The raised forecastle at the prow of the ship served as the Sea of the ship over the waters of the sea. There’s a real bed
Scourge’s observation deck. Beneath the forecastle is the officer’s bolted to the floor in the room, along with a writing desk
quarters, a single room with four bunks, each with an iron- that folds down from the wall. Slumped in a padded chair
alongside that desk is a body, dark blood down the front
bound trunk at its foot. Three more bodies are found here, two
of his once-white shirt, arms slack over the sides of the
humans and a dwarf, all with terrible claw wounds. Two short
chair. Something gleams on the floor to one side.
swords and a dagger lie scattered on the floor where they fell.
Your attention is then drawn to the low growl coming
The trunks are not locked and contain mostly extra clothing
from the left side of the room, where a table and chairs are
and personal gear, although the characters can find a total
arrayed in the midst of some low cabinets. A great brindle
of 31 silver pieces and a small leather-bound book written
hound stalks around the table, where broken dishes and
in Dwarvish; it is a collection of recipes (the dwarf was the other debris are scattered on the floor. A great pair of
Scourge’s cook). knife-like fangs descend from its upper jaws as its lips curl
in a snarl.
This is Swindle, the captain’s pet knifehound. See the
Adversaries & Allies section for details. The knifehound is
angry and frightened by both the death of his master and its
confinement, as well as the presence of the Unseen Terror
and the arrival of strangers. Swindle doesn’t attack the
characters unless they take aggressive action towards him,
but he fights fiercely if they do. If he loses half or more of
his Health, Swindle flees from the combat and tries to hide
below decks.
If any of the players ask, or a character has a total Perception
(Seeing) bonus of +4 or more, they notice the knifehound is
wearing a leather collar with a brass plate and buckle. The
plate is engraved with the word “Swindle” in the Common
Cant, the trade language most people speak, including the
characters.
Beast Speech
If a character has access to the beast speech spell (Fantasy
AGE Core, page 120), then they can literally talk to Toby
and Swindle to learn more about what happened on board
the Sea Scourge. Swindle can relate how the Unseen Terror
first appeared when the captain was handling the amulet in
his quarters under the quarterdeck. The creature attacked
the crewman who came to the captain’s door to investigate,
with the door then falling closed behind it and trapping
Swindle in the room. Toby relates that the creature then
systematically slaughtered the crew over the course of a
night, although some of them managed to hide and hold
out for a short while. Note that both beasts describe the
Terror as “all claws, and teeth, and limbs, and eyes” if they
are asked, but they are not aware the people aboard cannot
see the creature.
Cabins
If the party came aboard from a launch or other vessel near
the Sea Scourge, while they are on-deck or inside the cabins, To the aft of the ship are a pair of small cabins that were
the Unseen Terror cuts any moorings or ties, causing their primarily used to house sick or injured crew members or
vessel to drift away from the ship. Characters who go back function as a brig, when needed, since the Sea Scourge rarely
to look find it gone, perhaps visible in the distance and far entertained guests or passengers. The two cabins have bunks
out of reach. If they left someone to guard their vessel while and small fixtures bolted to the deck or the walls. There’s
they explored, the Terror likely leaves it alone unless those nothing of real interest in them, as they weren’t in use when
left behind are especially anxious or fearful, which drives the the Terror was unleashed on board.
creature to attack.
If there’s another ship that brought the characters to their
The Galley
encounter with the Sea Scourge, and there’s anyone left A tiny galley is between the cabins and the hold, used by the
aboard, there’s also the question of what the remaining crew ship’s cook to prepare food for the crew. It contains pots and
will do in their absence. If there are signs of trouble on board pans and other cooking implements, along with some knives
Swindle the Knifehound contain other goods or treasures you want the charac-
ters to have.
ABILITIES (FOCUSES)
Secrets of the Animals
Accuracy 3 (Bite), Communication 0, Constitution 2 (Running, Stamina),
Dexterity 2, Fighting 3, Intelligence –1, Perception 3 (Hearing, Smelling), Maybe Toby or Swindle are more than just the animals they
Strength 3, Willpower 2 (Morale) appear to be: Either or both could be people under the effects
of a shape-changing curse or spell, the former familiars or
SPEED HEALTH DEFENSE ARMOR RATING
pets of a powerful mage, or something else altogether.
14 30 12 2
WEAPON
Bite
ATTACK ROLL
+5
DAMAGE
2d6 + 4
Adversaries & Allies
The adventurers can encounter the following creatures
SPECIAL QUALITIES
aboard the Sea Scourge. Feel free to modify their listed traits as
FAVORED STUNTS: Mighty Blow, Knock Prone, Pierce Armor* (1 SP) you see fit to suit the party and the adventure.
KNIFE FANGS: Using his large, knife-like fangs, Swindle can perform the
Pierce Armor stunt for just 1 SP with his Bite attack.
Swindle the Knifehound
TEAM COMBATANT: On any round where Swindle’s pack member or ally
Swindle is a knifehound that belonged to the captain of the Sea
succeeds on an attack roll, the knifehound gains a +2 bonus to attack and
Scourge. Now the knifehound is wary and trapped (although
damage rolls.
disturbingly well-fed), but it may be possible for the charac-
THREAT: MINOR
ters to befriend him if they approach him cautiously.
Accuracy 1, Communication 1, Constitution –1, Dexterity 2 Accuracy 3 (Bite), Communication –3, Constitution 1,
(Flying), Fighting 1 (Claw), Intelligence 0, Perception 2 (Seeing), Dexterity 2, Fighting 0, Intelligence –2, Perception 3 (Smelling),
Strength –2, Willpower 1 Strength 0 (Climbing), Willpower 0
SPEED HEALTH DEFENSE ARMOR RATING SPEED HEALTH DEFENSE ARMOR RATING
6 (16 flying) 10 12 0 12 25 12 0
SPECIAL QUALITIES
FAVORED STUNTS: Skirmish
FAVORED STUNTS: Skirmish, Lightning Attack NIGHT VISION: Rats can see in near darkness as if it were normal light.
MIMICRY: Tropical gryphkin, like the parrots they resemble, are able SWARM ATTACK: A rat swarm covers an area with a rough diameter and
to mimic common phrases in spoken languages. height of 2 yards, and it can attack all creatures inside of adjacent to that area
on its turn as a single major action.
THREAT: MINOR
SWARM DEFENSE: A rat swarm suffers only 1 point of damage from an
attack that targets a single point, save that Mighty Blow inflicts 2 points of
Toby the Gryphkin damage, and Lethal Blow 3 points. Only area attacks or arcane attacks with a
broad effect inflict full damage on the swarm.
Gryphkin (both singular and plural) are the smaller cousins of THREAT: MINOR
true griffons and come in numerous shapes and sizes. Toby is
a tropical gryphkin, with the upper body of a macaw and the Unseen Terror
hindquarters of a miniature spotted jungle cat. The gryphkin ABILITIES (FOCUSES)
was a pet of one of the Sea Scourge’s crew and learned to
imitate many of their voices. Accuracy 0, Communication –2, Constitution 2, Dexterity 2,
Fighting 0 (Claws), Intelligence 0, Perception 1 (Empathy),
Rat Swarm Strength 0, Willpower 2
Claws +2 1d6