Category:Free-Form FAGE

This page links all content belonging to the Free-Form Fantasy AGE rules set.

=Introduction= Free-Form FAGE is intended to maximize character possibilities of GREEN RONIN’S FANTASY AGE system.

Instead of choosing a Background, Race and a Class, you simply make some basic concept choices and get a number of Advancement Points to design your character as you see fit.

=Character Creation=

Step One: Concept & Story
The first step is to gain a clear image of your future character.

Where does he come from? What kind of person is he? What are his goals and motivations? What does he like? What does he fear or hate?

Consult your GM about what kind of characters he sees fit for his campaign and get his approval before going to the next step.

Step Two: Choose Race
Choose your character to be of any Race available for your campaign.

You gain the following benefits:
 * You gain the Speed of your Race
 * You gain any Special Abilities listed for your Race
 * You can speak the Common Tongue (if there is one)
 * You can speak your Racial Tongue (if there is one)

However, you do NOT receive the free ABILITY INCREASES or ABILITY FOCUSES, and you do NOT roll for RACIAL BENEFITS.

If your character should be able to read and write one or more of his starting languages, take the appropriate ADVANCEMENTS in the following creation step.

Step Three: Starting Abilities, Focuses & Talents
After selecting your Race, your character starts at Level 1 and receives 40 Advancement Points (AP) which you may freely use to buy Advancements from the list below (see page 2).
 * All your Abilities start at 0 (zero) and no ABILITY may start higher than 4 (four)
 * You always start with the Weapon Group (Brawling) for free
 * No Talent may be taken more than once per Level Advancement (including 1st LEVEL)

Step Four: Health
Your Health starts at: 20 + 2 x Constitution.

Your Health increases by an additional number per Level equal to your Constitution + 1.

If your Constitution permanently changes, recalculate your maximum Health, using:

19 + Level + [(Level + 1) x Constitution].

Step Five: Level Advancements
Whenever you advance to a new Level, you receive a number of additional Advancement Points which you may spend as you see fit.

You can also save AP to be used in future Level Advancements.

When your character reaches a certain Level, he also gains the following special abilities:


 * Level 6 Bonus: You can always add an applicable Ability Focus to the result of the Stunt Die when determining the Degree of Success of an Ability Test. Note that this applies to Degree of Success only, not to the generation of Stunt points.


 * Level 11 Bonus: You can take any Ability Focus you already possess for an additional time now. Doing so increases the bonus from +2 to +3. In addition, when rolling a double on a test you made using that Ability Focus, you generate one additional Stunt point.


 * Level 20 Bonus: When a character reaches Level 20, he is considered truly Epic. Choose any one category of Stunts (Combat, Exploration, Roleplaying, or Spell). Whenever you trigger a Stunt of the chosen type, you generate 1 additional Stunt point.

Tables
* You may take your first Specialization after reaching Level 6, and a second Specialization after reaching Level 13.

* Each Ability may only be increased one step per Level after 1st. You may not skip Ratings.