Journeyman: You can communicate with animals, especially commander talent
those of breeds and types you are most familiar with. You
gain a +1 bonus on Communication-based tests with beasts Class: Any. Rogues possessing this specialization can take
of the same general type as your companion (canines, bears, the Command talent if they wish.
etc.). In addition, your animal companion becomes Heroic Requirements: Must have Communication at 2 or higher
(see Chapter 9 of the Fantasy AGE Basic Rulebook). and must possess Intelligence (Military Lore) and
Communication (Leadership) focuses.
Master: Either your animal companion becomes Epic (see
CChapter 9 of the Fantasy AGE Basic Rulebook) or you may You have the training, knowled, talent, and will lead to armies
attract an additional Heroic beast or two additional Elite ones. into battle.
Your Journeyman bonus to Communication also now applies Novice: You gain a special stunt: Inspire. You also gain a +1
to these new animals if they are of a different type. bonus in tests to command larger forces in mass combat (see
Chapter 5).
champion
SP Cost Stunt
warrior specialization
Inspire: Your actions encourage others to acts of
There are many tough and capable warriors, but those who heroism and greatness. All allies within sight of
can truly inspire their allies and intimidate their enemies are you gain a +1 bonus to all Willpower (Morale)
few. Champions do not just fight, they are a palpable presence 2
and Willpower (Courage) checks for the rest
on the battlefield. Comrades in arms look to them for strength of the encounter. This bonus cannot be stacked
and courage in the chaos of battle. Foes hesitate and lose with multiple uses of this stunt.
heart when facing them. Champions are not unique to any
one army or organization. They can be found in all parts of Journeyman: You may rally your allies with your words and
the world, and smart commanders recruit as many as possible actions. Once per encounter, when you use the Inspire stunt,
into their forces when battle approaches. each ally in sight of you heals 1d6 + your Communication in
Health.
champion talent Master: You are skilled at creating opportunities for others.
Class: Warrior You may pass the benefits of the Set-Up stunt to multiple
Requirements: Must have Communication and Strength of allies in a fight by paying +2 SP per extra ally affected.
2 or higher.
delver
You are a beacon of strength and resolve on the battlefield,
terrifying your enemies and inspiring your allies. any class specialization
Novice: Your battle roar intimidates your opponents. When Delvers are professional treasure-seekers and explorers who stalk
you take the Charge action, you can shout a war cry that gives through the ancient crypts, dungeons, and ruins of the world
all enemies within 8 yards of your charge’s final position a –1 to find valuable secrets and treasure. Delvers are rarely shiny,
on attack rolls on their next turn. heroic types from the storybooks. They are “get it done” prag-
matists who are hired to do dirty jobs in dark places. Delvers are
Journeyman: You can lead your allies in an inspired defense.
expert scavengers, able to find useful gear and valuable insights
First, you must use the activate action to enter Rally mode.
from scraps others ignore. Most delvers are rogues, but anyone
Your allies within 8 yards gain a +1 Defense and a +1 on Will-
can learn the trade with enough experience and drive.
power (Morale) tests while this mode is active. You can end
Rally with another activate action.
delver talent
Master: Your presence on the battlefield cannot be ignored.
Class: Any
When in Rally mode, your Journeyman effects affect allies
Requirements: Must have a Perception and Dexterity of 2
within 12 yards of you. They also receive a +1 bonus on
or higher
Willpower (Courage) tests and inflict +1 damage with melee
attacks. You are an expert at dungeon-delving, ruins-exploring, and
tomb-raiding.
commander Novice: Your scavenging abilities are second to none. You
any class specialization can perform the Resources at Hand roleplaying stunt for 2 SP
instead of its normal cost of 4 SP.
You’re excellent at leading others in military and combat
Journeyman: In the field one lives by knowing the way as
situations. Some commanders lead from the front, others
often as by fighting hard. You may reroll the results of any
command from afar, but all lend their keen tactical minds and
Intelligence (Cartography) and Intelligence (Navigation) tests
charisma to the practice of war. Warlords are usually warriors,
but must keep the second result.
though they sometimes command great armies as well. Not
everyone who leads an army into battle has this specializa- Master: You are adept at acting during ambush. When you
tion, but many of the greatest generals do. are surprised you still may take a minor action during the
surprise round. When you surprise an enemy, you can take an
extra minor action during the surprise round.
24 chapter 2 - new talents & specializations