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THE AGE OF THE RING

By Dustin Ahonen @dustinanddragons.com

This document is not intended for sale Hardiness: You add 5 to your
or distribution. This document does not maximum Health.
imply ownership of the Lord of the Language(s): You can speak, read and
Rings or the Adventure Game Engine. write Khuzdul and Westron.
This document requires the Fantasy Age Additional Benefits: Roll twice on the
Basic Rulebook. Dwarf Benefits︎ table. If you get the same
result twice, re-roll until you get
These rules make the following changes something different.
to the game otherwise presented in the
Fantasy Age Basic Rulebook: Dwarf Benefits
v In addition to their other 2d6 Benefits
benefits, each race gains a unique Roll
feature. 2 +1 Fighting
v Backgrounds are dependent on 3-4 Focus: Intelligence
your character’s race. Characters (Engineering)
become Novice in a talent 5 Weapon Group: Axes*
depending on their background 6 Focus: Constitution
but are restricted which classes (Stamina)
they can take (except humans). 7-8 +1 Constitution
v Each class is further divided into 9 Focus: Strength (Smithing)
two professions. The information 10-11 Focus: Perception
provided is only for level 1 (Searching)
characters. 12 +1 Willpower
* If the class you choose provides this
RACES already, you can take the focus
The four races available to players are Fighting (Axes) instead.
among the Free Peoples: dwarves, elves,
hobbits, and the race of men. DWARF BACKGROUNDS
Dwarves often come to experience the
The Dwarves world depending on their circumstance.
The strong and hardy Khazâd are nearly
as resilient as the stone they shape. They Durinson (Upper Class): Although you
are widely renowned for their may wear no crown, in your veins run
craftsmanship and ferocity in battle. the ancient kings of the dwarves.
Benefit: You can choose Intelligence
DWARF TRAITS (Military Lore) or Strength
Ability Bonus: Add +1 to your (Intimidation).
Strength. Talent: You become a Novice in either
Ability Focus: You can choose Contacts or Intrigue.
Communication (Bargaining) or Professions: You can be a Captain or
Constitution (Drinking). Thief.

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for further distribution or sale.
Hold-Born (Middle Class): You and same result twice, re-roll until you get
your people are the stalwart defenders of something different.
Erebor, the Iron Hills or the Blue
Mountains. Elf Benefits
Benefit: You can choose Strength 2d6 Roll Benefits
(Might) or Weapon Group: Bludgeons. 2 +1 Perception
Talent: You become a Novice in either 3-4 Focus: Perception (Seeing)
Armor Training or Lore. 5 Weapon Group: Bows*
Professions: You can be a Captain or 6 Focus: Intelligence
Knight. (Healing)
7-8 +1 Dexterity
Wanderer (Lower Class): Whether by 9 Focus: Strength (Jumping)
calamity or exile, you have been 10-11 Focus: Dexterity (Stealth)
banished from your home and forced to 12 +1 Intelligence
travel the lands of Men and Elves. * If the class you choose provides this
Benefit: You can choose Dexterity already, you can take the focus
(Crafting) or Intelligence (Evaluation) Accuracy (Bows) instead.
Talent: You become a Novice in either

Carousing or Great Fortitude.
ELF BACKGROUNDS
Professions: You can be a Knight or
Elves are divided among three distinct
Thief.
lineages.

The Elves
The Noldor (Upper Class): As a High
The Eldar are the oldest of the Free
Elf, your grace echoes the grandeur of
Peoples of Middle-earth. Their ageless
the Elven-kingdoms of old.
splendor is only matched by their enmity
Benefit: You can choose
for the forces of darkness and shadow.
Communication (Etiquette) or
Language: Quenya (Ancient Elvish).
ELF TRAITS
Talent: You become a Novice in either
Ability Bonus: Add +1 to your
Oratory or Weapons Training.
Constitution.
Professions: You can be a Lore-keeper
Ability Focus: You can choose
or Minstrel.
Dexterity (Acrobatics) or Perception
(Hearing).
The Silvan (Lower Class): Known as
Elf-senses: You can see and hear clearly
Wood Elves, you prefer the natural
for up to 2 leagues (little less than 7
splendor of the forest to the cultivated
miles or twice as far as the average
lands of other races.
human) and are able to see normally in
Benefit: You can choose Accuracy
poor illumination, such as torchlight or
(Bows) or Intelligence (Natural Lore)
moonlight.
Talent: You become a Novice in either
Language(s): You can speak, read and
Scouting or Woodscraft
write Sindarin (Elvish) and Westron
Professions: You can be a Hunter or
(Common Tongue).
Minstrel.
Additional Benefits: Roll twice on
the ︎Elf Benefits︎ table. If you get the

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for further distribution or sale.
The Sindar (Middle Class): You and the Hobbit Benefits
other Grey Elves stayed in Middle-earth 2d6 Benefits
rather than sailing west to Valinor, and Roll
are deeply tied to the fate of its lands and 2 +1 Willpower
peoples. 3-4 Focus: Dexterity
Benefit: You can choose Dexterity (Legerdemain)
(Initiative) or Intelligence (Cultural 5 Focus: Communication
Lore). (Gambling)
Talent: You become a Novice in either 6 Weapon Group: Missiles
Chirurgy or Observation. 7-8 +1 Communication
Professions: You can be a Captain or 9 Focus: Perception (Smelling)
Lore-Keeper. 10-11 Focus: Strength (Climbing)
12 +1 Accuracy
The Hobbits *If the class you choose provides this
Dwelling in pleasant seclusion in their
already, you can take the focus
warm hobbit-holes, few of the Halfling
Accuracy (Missiles) instead.
race ever leave their homes in the Shire.
However, the few that have became
legends in their own right. Benefit: You can choose
Communication (Bargaining) or
HOBBIT TRAITS Willpower (Courage).
Ability Bonus: Add +1 to your Talent: You become a Novice in either
Dexterity. Observation or Oratory.
Ability Focus: You can choose Professions: You can be a Minstrel or
Communication (Persuasion) or Thief.
Dexterity (Stealth)
Small Statured: You have a +1 bonus Harfoots (Middle Class): Your people
on your Defense but can’t use two- were the first to settle in the Shire and
handed weapons. are prone laughter and agrarian comfort.
Language(s): You can speak, read and Benefit: You can choose Dexterity
write Westron (Common). (Acrobatics) or Perception (Empathy).
Additional Benefits: Roll twice on the Talent: You become a Novice in either
Hobbit Benefits︎ table. If you get the Animal Training or Thievery.
same result twice, re-roll until you get Professions: You can be a Captain or
something different. Thief.

HOBBIT BACKGROUNDS Stoors (Lower Class): Often called


Hobbits come from three different Riverfolk, you and your people make
lineages. your home along the swift backwaters
and dark outskirts of the Shire.
Fallohide (Upper Class): Fair of hair Benefit: You can choose Constitution
and complexion, you often have a bold (Swimming) or Dexterity (Crafting).
steak that leads you to take risks unusual Talent: You become a Novice in either
for their kind. Thrown Weapon Style or Quick
Reflexes.

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for further distribution or sale.
Professions: You can be a Knight or Bree-Folk (Lower Class): Often living
Thief. side-by-side with hobbits, you and your
people often lead simple rustic lives.
The Race of Men Benefit: You can choose Intelligence
Human-kind is the most numerous and (Cultural Lore) or Strength (Might).
dispersed of the Free Peoples of the Talent: You become a Novice in either
Third Age. They carry a potential for Contacts or Great Fortitude.
greatness, but in the past have
succumbed to the temptations of evil. Dale-Folk (Middle Class): Dwelling
Ability Bonus: Add +1 to one ability under the shadow of the Lonely
of your choice Mountain, you count dwarves among
Ability Focus: You receive your choice your neighbors.
of ability focus or weapon group from Benefit: You can choose Dexterity
the table below or from your (Crafting) or Weapon Group: Axes.
Background (see below). Talent: You become a Novice in either
Versatile: You can select any class, Carousing or Observation.
regardless of your Background.
Language(s): You can speak, read and Dúnedain (Outcast): Longer-lived than
write Westron. other humans, you range across the
Additional Benefits: Roll twice on the North and wild places.
Human Benefits︎ table. If you get the Benefit: You can choose Perception
same result twice, re-roll until you get (Tracking) or Weapon Group: Bows.
something different. Talent: You become a Novice in either
Scouting or Woodscraft.
Human Benefits
2d6 Benefits Gondorian (Upper Class): From the
Roll white walls of Minas Tirith, you and
2 +1 Accuracy your people have long-stood against the
3-4 Focus: Dexterity (Initiative) forces of Mordor.
5 Focus: Constitution Benefit: You can choose
(Stamina) Communication (Leadership) or
6 Focus: Communication Intelligence (Historical Lore).
(Deception) Talent: You become a Novice in either
7-8 +1 Constitution Weapons training or Oratory.
9 Focus: Willpower (Courage)
10-11 Focus: Accuracy (Brawling) Rohirrim (Middle Class): You are born
12 +1 Perception to the saddle as one of the Horse Lords
of Rohan.
RACE OF MEN BACKGROUNDS Benefit: You can choose
Humans are the most varied of the Free Communication (Animal Handling) or
Peoples. Weapon Group: Spears.
Talent: You become a Novice in either
Horsemanship or Mounted Combat
Style.

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for further distribution or sale.
CLASSES with this are simple and harmless. A few
Each of the three classes has two examples of these are as follows:
professions that provide further benefits. v Make an object to glow
v Speak in an ominous, booming
The Magician voice
Practitioners of magic delve into the v Cause household objects to
secrets and power of the unseen world. perform chores (a broom to
Their arts are seldom understood by sweep the floor, a hand towel to
common folk, who often carry mistrust wring itself out, etc.).
or fear. v Create a small spark
v Levitate a palm-sized object in
Primary Abilities: Accuracy, the air
Communication, Intelligence, and Starting Talents: You start as a Novice
Willpower in Lore. You also become a Novice in
Starting Health: 20 + Constitution + two of the following talents: Divination
1d6 Arcana, Enchantment Arcana*, Fate
Weapon Groups: Brawling and Staves Arcana, Healing Arcana, Illusion
Arcana*, Power Arcana, Protection
Magic Points: You use magic points Arcana*, or Shadow Arcana.
(MPs) to power your spells. You start
with a number of magic points equal to *In the Fantasy AGE Companion
12 + Willpower + 1d6. You must keep
track of your current magic points; this is MINSTREL
a measure of how much magical power is Your spells come from the inherent
at your command at any given time. You magic of music.
spend magic points when you cast spells. Inspiring Music: While you are
You regain them through rest and playing music, all allies that can both see
meditation. and hear you gain a +1 bonus on attack
rolls and gain 1 additional SP whenever
LORE-KEEPER they stunt. Being able to see and hear
You magic comes from knowledge and you is significant, as it may be difficult
study of the great wizards of Middle- during large-scale battles.
earth. Spell-Song: In order to cast spells, you
Magic Staff: You imbued a first must use the Activate to begin
quarterstaff with magic. You need to be playing and be able to play an
able to speak and have your Magic Staff instrument or sing. While Spell-song is
in order to cast spells. In your hands, you active, you cast spells by making a
also inflict +1d6 damage and add your successful Communication
Willpower to damage rolls. If you lose (Performance) test and your allies gain
your Magic Staff, you need one day of the benefit of your Inspiring Music. If
work and meditation to make a new one. you take damage while it is active, you
Minor Magic: You can perform minor must succeed a TN 15 Communication
feats of magic. The effects you can create (Performance) test to continue playing
Spell-song. Speaking normally while it is
active also immediately ends Spell-Song.
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Lastly, you can end Spell-song willingly THIEF
as a Free Action. You are a crafty and sneaky scoundrel
Starting Talents: You start as a Novice that is deadly with the blade.
in Music. You also become a Novice in Backstab: When you hit an opponent
two of the following talents: Air Arcana, whose Dexterity is less than yours while
Beast Arcana*, Earth Arcana, Heroic using a dagger or short sword, you inflict
Arcana, Shadow Arcana, Water Arcana, an additional 1d6 damage.
or Wood Arcana. Thief’s Dodge: Once per turn, you
can dodge out of the way of an attack or
*In the Fantasy AGE Companion hazard. Before taking damage, you may
roll a Dexterity (Acrobatics) test. If the
The Rogue result equals to or greater than the attack
Quick wits and faster hands are the roll or TN what would inflict damage on
hallmarks of rogue. Relying stealth and you, you take no damage but instead are
secrecy, they are often at their best when prone in an unoccupied area 2 yards
their work goes unnoticed. away.
Starting Talent: You become a Novice
Primary Abilities: Accuracy, in one of the following talents: Contacts,
Communication, Dexterity, and Scouting, or Thievery.
Perception
Starting Health: 25 + Constitution + The Warrior
1d6 Warriors not only stand against their
Weapon Group: Brawling, Light foes at the frontlines of any battlefield,
Blades, Staves, and Bows but also protect all those who lie behind
their shields.
Ambuscade: You inflict double damage
when you hit a target that is caught-off Primary Abilities: Accuracy,
guard, such as when they are surprised, Constitution, Fighting, and Strength
outnumbered in melee, or have a penalty Starting Health: 30 + Constitution +
to Defense. 1d6
Weapon Groups: Bludgeons, Brawling,
HUNTER Light Blades, and Spears
You a skilled marksman and are at home
in the wilderness. Additional Weapons: You can use
Hunter’s Leather: You can ignore the weapons from three additional weapon
Armor Penalty of leather armor. groups of your choice.
Precise Shot: When you Aim on your
turn before hitting with a crossbow, long Combat Training: Your Defense is
bow, or short bow, you inflict an equal to 10 + your Dexterity or Fighting,
additional 1d6 damage. whichever is greater.
Starting Talent: You become a Novice
in one of the following talents: Animal
Handling, Archery Style, or Woodscraft.

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CAPTAIN NEW TALENTS
You lead from the front, reinforcing the
resolve of your companions. GREAT FORTITUDE
Bolster Ally: You can perform Bolster Novice: If you fail a Constitution
Ally, a special combat stunt for 1 SP. (Stamina) test, you can re-roll it, but you
This allows you to offer words of must keep the results of the second roll.
inspiration to one ally that can hear and Journeyman: You recover from injuries
understand you regains Health equal to much quicker than most. After you 6
1d6 + your Communication. You can hours of sleep, you regain 15 +
spend additional SP for this stunt, with Constitution + Level in Health.
each 1 SP spent adds 1d6. Master: Your Armor Rating is
Bonus Ability Focus: You gain one of increased by 2.
the following ability focuses:
Communication (Leadership), WEAPONS TRAINING
Intelligence (Military Lore), or Novice: You are trained in any two of
Willpower (Courage). the following: Axes, Bludgeons, Bows,
Starting Talents: You become a Heavy Blades, Light Blades, or Spears.
Novice in one of the following talents: Journeyman: You know how to goad
Armor Training, Command, or Weapon and off-balance your opponents. You
and Shield Style. can perform the Threaten stunt for 1 SP
instead of 2 SP.
KNIGHT Master: You inflict +2 damage when
You rush to meet the enemy and are you hit with a weapon with which you
expertly trained at fighting in heavy have an ability focus.
armor.
Powerful Charge: When you hit after WOODSCRAFT
a Charge on your turn, you inflict an Novice: If you fail an Intelligence
additional 1d6 damage or 2d6 damage if (Natural Lore) test, you can re-roll it,
you are mounted. but you must keep the results of the
Starting Talents: You start as a Novice second roll.
in Armor Training. You also become a Journeyman: You are skilled at
Novice in two of the following talents: foraging. You gain a +1 bonus to any test
Dual Weapon Style, Mounted Combat used find a source of food or water.
Style, Pole Weapon Style, Single Master: Self-reliance is imperative to
Weapon Style, Throwing Weapon Style, survival. You can perform the Resources
Two-Hander Style or Weapon and at Hand stunt for 2 stunt points instead
Shield Style. of the usual 4.

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