performance vs.
music talents performance
Class: Any.
The Fantasy AGE Basic Rulebook introduced the Music
Requirements: You must have the Communication (Perfor-
talent as a character option. As presented, the talent
mance) focus or the Intelligence (Musical Lore) focus.
possessed no mechanical elements but could still prove
useful in a game where musical skills would be impor- You have a natural talent for music.
tant, such as a game based on courtly intrigue. However,
the existing talent is admittedly of less utility in other Novice: You know how to play an instrument, sing, and write
campaigns. and read music. You are also an accomplished actor and
performer. In addition, you may perform one of the following
With the introduction of the Bard specialization and to roleplaying stunts for 1 SP less than its normal cost: Jest,
give musically inclined characters a bit more mechan- Stunned Silence, or Sway the Crowd.
ical heft, this book introduces the Performance talent
to Fantasy AGE. It is recommended that Performance Journeyman: You can get the feel of a room and adapt accord-
be used in place of Music for most campaigns, and if ingly. If you have 15 minutes to observe a crowd before
it is necessary the Music talent’s rules on learning and performing or speaking in front of them, you gain a +1 bonus to
playing musical instruments can be considered part of any Communication-based tests to persuade or entertain them.
the Performance talent as well. In addition, pick another roleplaying stunt from the Novice
degree of this talent to perform at 1 SP less than its normal cost.
Master: When performing, you exude confidence and style.
great endurance You may perform the With a Flourish exploration stunt while
entertaining an audience for 3 SP instead of its usual cost of 5,
Class: Any and its effects last until the end of the day.
Requirements: Must have Constitution 2 or higher.
While it may or may not be apparent from your external
appearance, you have incredible stamina and endurance.
new specializations
Novice: You can reroll any Constitution (Stamina) test and The specializations follow the same format as those presented
take the better result. in Fantasy AGE Basic Rulebook, with one exception: some of the
specializations in this section can be used by multiple classes,
Journeyman: You can go without rest for much longer than
provided the requirements are met. In other words, while you
others. You gain a +2 circumstantial bonus to any tests based
might need to be a rogue to become an assassin, or a warrior
on resisting fatigue, staying awake for long periods, and other
to follow the path of the berserker, anyone could potentially
similar tasks.
become a pirate, gangster, or diplomat.
Master: You have become highly resistant to pain, gaining a
natural Armor rating of 1. This Armor rating also reduces to
damage from poisons and drugs.
arcane dabbler
warrior/rogue specialization
inspire
While mages have access to magical powers through their
Class: Any. class, others may gain mystical talents as well. These arcane
Requirements: You must have Communication 2 or higher. dabblers will never have the skill and mystic might of a
true mage, but they can develop some interesting tricks to
You are inspiring to others. You may be a great speaker or augment their own abilities and talents. One advantage
leader, but this talent is more about being an exemplar and dabblers do have is versatility—they pick up whatever spells
source of trust, dependability, and stability, than overt interac- and enchantments they can without regard for arcana and
tion skills. dedicated fields of study.
Novice: You inspire calm and courage in your friends and
allies. As long as you are conscious and they are within sight dabbler talent
of you, any allies gain a +1 bonus to all Willpower tests. Any
Class: Rogue, Warrior
ally directly defending you from harm when you are uncon-
Requirements: Must have and Intelligence and Willpower
scious or incapacitated receives the same bonus.
of 2 or more. Must possess the Intelligence (Arcane
Journeyman: You can inspire greatness in others. As long as Lore) focus.
you are conscious and they are within sight of you, any ally
generating stunt points generates +1 SP. Any ally directly You have studied some magic alongside your other pursuits.
defending you from harm when you are unconscious or inca- Novice: You gain one Novice spell from any arcana. You also
pacitated receives the same bonus. gain Magic Points equal to your Willpower x 5 + Intelligence.
Master: With you around, things don’t seem as bad. Once per Journeyman: You gain one Novice spell from any arcana and
encounter, you can spend two minor actions to offer words a may reduce the strain of casting in armor by 3.
of inspiration to your allies. All who hear these words heal
1d6 + your Communication in Health and gain a +2 bonus on Master: You gain one Journeyman spell of any arcana. Alter-
their next test. natively, you may take two more Novice spells from any
arcana.
22 chapter 2 - new talents & specializations