Fantasy AGE is easy to learn and fun to play. You can make a character in less than 30 minutes, and you only need three 6-sided dice to play.
Fantasy AGE is a class and level game so it’s easy to transition to from similar RPGs. The core classes are Envoy, Mage, Rogue, and Warrior (social, magic, sneaky, fighty). You can customize your character with specializations starting at level 1. Choose from duelist, diplomat, elementalist, mystic navigator, pirate, skald, sword mage, and many more.
The heart of the game is the stunt system, which brings dynamism and drama to the table. Roll doubles on 3d6 to pull off heroic maneuvers in combat, cast mightier spells, perform amazing feats of physical and mental prowess, or even cut a rival down to size with a few clever words.
Fantasy AGE is atoolkityou can use with the setting of your choice. Game Masters have many options to customize the rules for their campaigns. For example, the mage class represents all spellcasters and the game has no de facto stance on the nature of magic. In one campaign, all magic might come from ancestral spirits. In another, there might be a strict difference between arcane and divine magic with rules to reflect it.
Fantasy AGE features optional rules systems for Peril, which ramps up the challenges heroes face, and Daring, which allows those same heroes to pull off even more impressive feats.
TheFantasy AGE Core Rulebookis a complete game, with player and Game Master info and advice, an array of magical arcana and enchanted items, a selection of monsters and other adversaries, and an adventure so you can start right away.
The game is built with theAdventure Game Engine (AGE), which powers many other Green Ronin RPGs:Blue Rose,The Expanse,Modern AGE, and this year bringsCthulhu AwakensandThe Fifth Seasonas well. Each game has some bespoke mechanics to reflect genre and setting (Blue Rosehas psychic powers,Modern AGEhasmodes of playand forgoes classes, andThe Expansehas rules for advanced weaponry andspaceship combat, for example) but they all share a common core of rules. If you play any AGE RPG, you already know the basics of the others.
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '