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Fantasy AGE 2nd Edition Preview: Ancestries

Fantasy AGE Core Rulebook 2nd edition

Coming Soon! Pre-order begins in February.

Fantasy AGE’s new edition is coming soon—and we’ve been remiss when it comes to telling you about it! If you didn’t get involved in playtesting, you may not be aware of some of the revisions in store. One of those is revised and expanded ancestries. Let’s talk about it.

Ancestries?

In the last edition of Fantasy AGE, we used “race” instead of ancestry, following what was familiar to gamers at the time. However, there was always some internal unease. In the Threefold book for Modern AGE back in 2019 we standardized to “ancestry.” This removes some problematic implications and doesn’t make us drill down on the ultimate nature of these varied fantasy origins.

2nd Edition Ancestries

The original Fantasy AGE Basic Rulebook presented a small number of classic fantasy ancestries. The new edition features a much wider set of options—the following ones, to be precise:

  • Draak
  • Dwarf
  • Elf
  • Gnome
  • Goblin
  • Halfling
  • Human
  • Orc
  • Wildfolk

Some of these have been revised from the old Fantasy AGE Companion, but all of them have been reexamined. In addition, guidelines to play characters of mixed ancestry are part of the core rules.

Ancestries in Fantasy AGE 2nd Edition

Ancestry Talents

In addition to the core benefits of an ancestry, characters can deepen their ancestral abilities through Ancestry Talents, a new addition to Fantasy AGE that provide further benefits if you want to epitomize a particular ancestry. Each ancestry has its own talent.


Example Ancestry Talent: Dwarven Secrets

Ancestries: Dwarf Classes: Any

You live for the stone-hearted ways of the dwarves.

Novice: Structures and natural caves tell you their secrets readily. You may use Intelligence (Engineering) tests to determine your direction indoors and underground, including whether you’re going up or down, at a TN determined by the Game Master. If someone without this degree could do the same, you gain a +2 bonus to your test on top of any provided by focuses and other advantages.

Expert: When besieged, a true dwarf takes up the axe. When using a weapon from the Axes group, you gain +1 SP whenever your attack roll scores doubles.

Master: You partake of the endurance of stones against foul magic—or you call upon secret teachings to counter sorcery with the power of certain runes. If you fail any test to resist or reduce the effects of a spell, you may make a second test using Constitution (Tolerance) against the same target for the same benefits if you succeed. In any case, you must keep the results of this second roll.


Next Time: Classes

In the next article in this series, we’ll talk about what character classes are like in the new edition of Fantasy AGE. Until then, be daring!