Fantasy AGE



Damage: 1d6 +1

Range: 8 yards (short)/ 16 yards (long)

Min Strength: –

Reload: Minor (1 bullet) / major (full reload)


Special Stunt:

Fan the Hammer:

5 SP: Requires fully loaded revolver

Unload all 6 bullets to deal +3d6 damage to the target.


Arcane Gauntlets

Damage: 1d6 +1

Min Strength: –

These polished silver gauntlets have four gems inset on the knuckles.  The wielder of these gauntlets can activate each gem once per day to change their damage type to the corresponding gems arcana.  You cannot activate more than one gem at a time.  The gems are red for fire, blue for water, yellow for lighting and green for nature/earth.


Floating Skull

This polished skull is filled with air arcana that cause it to orbit or hover around the wielder of the skull.  The wielder can use their move action to move the skull up to their max yards away and cast spells as if they were casting them.  The Skull can also be used as a ranged attack using Accuracy for the attack bonus and it deals 1d6+2 damage.


Enchanted Golem

A rock golem the size of a watermelon attaches to a host and begins to bond with them.  The owner of the golem can wear it as armor and incur no casting penalty.  While the golem is used as armor the wearer gains the benefits of the STONE CLOAK spell from the Earth Arcana.  The owner of the golem can command it to attack in their place,  which causes the golem to take on the form of an animal (chosen by the golem). The golem acts on the owner’s turn who must make a Communication – Animal Handling TN 11 to have him act and gets a normal turn and doesn’t generate stunt points.  The golem gets the following stats:


  •        AR = 3
  •        HP = 10 + Level + Owner’s CON
  •        Damage = 1d6+1
  •        Defense = 10 + owner’s DEX


Level AR HP BASE Damage Level AR HP BASE Damage
1 3 11 1d6+1 11 5 21 2d6
2 3 12 1d6+1 12 5 22 2d6
3 3 13 1d6+1 13 5 23 2d6
4 3 14 1d6+1 14 5 24 2d6
5 3 15 1d6+1 15 5 25 2d6
6 4 16 1d6+3 16 6 26 2d6+2
7 4 17 1d6+3 17 6 27 2d6+2
8 4 18 1d6+3 18 6 28 2d6+2
9 4 19 1d6+3 19 6 29 2d6+2
10 4 20 1d6+3 20 6 30 2d6+2



We had an incident come up recently in a game that got me thinking about the death rules in Fantasy AGE.  Our rogue Orlock was down to 12 hit points and was facing down a rat ogre who had just rolled a hit with 6 stunt points.  This thing was angry and close to dying so it did Lethal Blow (extra 2d6 of damage).

The rat ogre swung down on Orlock for 4d6+11 damage, which was for sure a knock out blow, but reading through the rules of Fantasy AGE I couldn’t find any ruling on if a character reaches X amount below their hit points they die or what happens when a character takes enough damage to drop them well below 0.

This got my thinking about what I thought should happen, I made a judgement on the fly that felt like it would be fair, I permanently reduced his Strength by 1, he was a rogue so strength wasn’t a huge deal to him and it played into the narrative.  Still there was something nagging at me, could I have done better?   I consulted the Fantasy AGE Google + ground (link to the discussion here)  and there were great responses.  A lot of people agreed that the hit to an ability score was harsh, and some suggested to add a role playing effect to it, such as Orlock has a fear of rats until he can compose himself or maybe even make it permanent.

I have tried to embrace the Dungeon World philosophy of be a fan of the characters, and I’d rather a character death happen in a dramatic fashion.  Plus I tend to give each player one would be death for free, again if it fits the story for them to live through it I am okay keeping them alive, this is more about story telling purposes to me that rules are rules.

What does the past paragraphs of ramblings mean though?  What house rule will spawn out of this? I present the following:


If a damage roll that would take the character to -15 hit points or below, that character will take LASTING DAMAGE.  This is something that will be agreed upon by both the GM and the player as to a logical effect that came from the attack.  Maybe strike shatters a knee cap and the player moves at half speed until they completes X full rests.  Maybe you reduce a stat by X due to the strike.  Perhaps the player gains a phobia related to part of the attack, if it comes from the undead, they take a -1 or 2 to attacks until they can shake off the effects.

The purpose of the rule is to add something that will effect the character for the campaign or session.  I feel this is a good trade off for not dying from a massive shot, but still keeping the game deadly.


When Tyler approached me with his character idea it was paramount, so we talked about how he could go about it.  He would still have to take the Dual Wield Talent but I wanted to change it so that it hopefully won’t break the game..  I decided to allow him to make two attacks per round (1 as a standard, 1 as a minor as Master level of the talent allows) but he would not receive any bonus damage from his hits.  I changed the talent around to read:

Dual Wield Talent

Novice: Allows you to make two attacks in one round (1 as a Major, 1 as a Minor). You do not get to add your strength bonus to damage with your Minor Action if they hit. Your Minor action does not generate Stunt Points.**Thanks to Conrad for catching this**  Both your weapons must be single hand accuracy based weapons  

Journeyman: Add 1/2 of your strength bonus (rounded down) to your Minor Action damage if they hit.  You can perform the Lightning Attack stunt for 2
SP instead of the usual 3 but the extra attack must come from
your secondary weapon. Your Minor action does not generate Stunt Points.

Master: Add your full strength bonus to damage for both your Major and Minor actions you make if they hit. Your Minor action does not generate Stunt Points.

I don’t know how overpowered this will be and as I cautioned the group, this can be taken by certain enemies if we want to adapt it.  Time will tell how it plays out and we will revisit it if it is too weak or powerful.