Fantasy AGE 2nd Edition Preview: Staying Classy

Last time around we chatted about ancestries in the new edition of Fantasy AGE, which is just going through final production tweaking ahead of its PDF and print preorder release—soon! This time, let’s talk about classes

Fantasy AGE Core Rulebook

Four Classes?

We took a long time to get the new edition of Fantasy AGE together, and people wondered whether we were going to stick with the three classes found in the original game, or go classless, like Modern AGE and The Expanse. Well, the answer is that we now have four character classes:

  • Envoy: Our new character class, a master of influence who rallies hearts and acts as the face of group of heroes.
  • Mage: Spiritualist, sorcerer, sage, theurgist—those who concentrate on magical power, no matter the doctrine.
  • Rogue: Sneaky experts and agile combatants.
  • Warrior: A tough-as-nails expert in direct combat using virtually any weapon.

Class Tune Ups

We’ve changed each individual class as well, to resolve some feedback from playtesting and developer experience, as well as to help you better individualize your character to set them apart from other members of the same class.

Class Stunts: The new edition of Fantasy AGE includes class stunts. These are acquired as characters gain levels. Each class has its own stunt list, consisting of stunts that are slightly more potent than the stunts available to all characters.

Damage Bonuses: Responding to concerns about how damage scales in Fantasy AGE, each class has features allowing them to inflict more damage when they use a class’s special purview.

First Specialization: Characters gain a free degree in a specialization at first level. Instead of being a bonus for perseverance, a specialization in the new edition is a way to make your character distinctive from the start. And best of all, the new edition has revised and entirely new specializations to choose from.

The Envoy is a new option for Fantasy AGE 2nd Edition classes!Introducing the Envoy

An envoy is a master of social situations, building or exploiting relationships and group interactions. The classic envoy is an agent of a ruling court or council who both carries out the orders of their superiors and works to increase their own influence and rank. You can also use the envoy to repre­sent anyone who is primarily concerned with deals, diplo­macy, leading, or deceiving others, from a noble captain of the guard to a scoundrel with a heart of gold or even a con artist.

As an envoy you aren’t the best fighter in combat, and don’t have the stealth and subterfuge a rogue uses to pick off foes from the shadows. You can hold your own in a fight, especially if you can find weaker-willed targets to cow or bamboozle, but you are much more in your element in social encounters. If you are playing an envoy you should expect to do a lot of the talking with patrons, friendly rivals, suspicious officials, and tight-fisted merchants.

Primary Abilities: Communication, Fighting, Intelligence, and Willpower

Secondary Abilities: Accuracy, Constitution, Dexterity, Perception, and Strength

Starting Health: 25 + Constitution + 1d6

Weapon Groups: Any three of the following: Black Powder, Bludgeons, Bows, Brawling, Light Blades, or Spears

Level 1 Class Powers

Coordinate

You create opportunities for your allies. Whenever you generate Stunt Points, you get an extra SP that you can give to another character. Alternately, you can give 2 of your SP from the stunt attack action to an ally (in which case you do not generate an additional extra SP). In either case, the given SP must be used on the character’s next turn, or it is lost.

Dazzle

Whether it is through charming patter, a dour glare, cutting remarks, or the performance of tricks and art you can dazzle a foe, leaving them unable to concentrate on attacking you. As a minor action select one foe, that can hear you, to dazzle. If your Communication is greater than their Will­power, you gain a +1 bonus to Defense against their attacks until the beginning of your next turn.

Social Chameleon

You have two social classes, and two backgrounds. Deter­mine your first social class and background normally. For your second social class and background, you may select any different social class and then select any background appropriate to that social class. You select a focus for each background, as normal (thus gaining one additional focus).

Select one social class and background that represent the circumstances you found yourself in as a child. The other represents a second society you successfully integrated yourself into, gaining a new class and background by the time you were a young adult. For example, you may have been born into the life of a criminal but fought your way up to be seen as a dilettante. Or you might have been raised as a guilder but spent enough time with soldiers to be able to move comfortably among them.

When using backgrounds to determine starting wealth, use the higher of your two backgrounds.

Want to Advance?

Next time we’ll talk about level improvements, including the revised and expanded set of talents and specializations available in the new edition.