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AN AGE OF DARKNESS

WAY OF THE BLADE SOUL


WAY OF THE PEERLESS ARCHER

STRENGTH
TOUGHNESS
AGILITY
TENACITY
INTELLECT
CUNNING
SPIRIT
PERCEPTION
HEART
EMPATHY
RESOLVE
EDGE
FIGHTING SKILL = Strength + Edge Die
RANGED SKILL = Agility + Edge Die
MAGIC SKILL = Spirit + Edge Die
Static Sphere
3d6 + Attribute + 2 per Appropriate Focus (as Fantasy Age)

The SAGAS Engine (FANTASY AGE + Modifications)


The Way of the Assassin
The Way of the Berserker
The Way of the Blade
THe Way of the Conduit
The Way of the Druid
The Way of the Elementalist
The Way of the Godsworn
The Way of the Hunter
The Way of the Justicar
The Way of the Paladin
The Way of the Ranger
The Way of the Scoundrel
The Way of the Spell-Shaper
The Way of the Thief

The
The
The
The
The
The

Way
Way
Way
Way
Way
Way

of
of
of
of
of
of

the
the
the
the
the
the

Unfettered
Warlock
Warmaster
Wayfarer
Witch
Wizard

ATTRIBUTE ADJUSTMENTS
ATTRIBUTE FOCUSES
BASIC MOVES
BUYING TALENTS (USING XP)
25 XP
6 Talents
50 XP
6 Talents
75 XP
4 Talents
100 XP
4 Talents
125 XP
2 Talents

THE BLADE

[Insert Fluff Text Here]

ATTRIBUTE ADJUSTS
+1 Agility
RACIAL TALENTS
Elf: When making a Agility Test to move thru a threatened zone without
drawing AoO, roll 4d6 and take the highest three dice.
Half-Elf: Choose either the Elf or Human Blade racial ability at 1st level. You
gain this ability.
Human: When making a Flurry of Blades stunt, roll twice the number of
DMG dice and take the highest results.

BASIC MOVES

Combat Momentum: As you progress through combat, add +1 momentum


modifier to your Initiative each round after the first. You can spend this
momentenum to perform "Stunts". Lower the Initiative by the amount of
Momentum spent in this way.
Dual Wield: You receive no penalties for wielding two of the same sized
weapons in combat, provided they do not have the unwieldly or bulky
descriptors. If either the primary handed weapon or the secondary weapon
have the finesse or light descriptor in its profile, you gain a +1 Attack bonus
when attacking with that weapon.
Light Armor Compatibility: You receive the listed bonus of any Light Armor
you wear to your Defense Score.
In addition, you can designate one non-armor wearable item, that item
counts as a Light Armor with a Defense bonus of 1. This bonus can stack with
the bonus of any actual light armor being worn.

TALENTS

[25 XP] Armor Training


You can now gain the benefit of wearing medium armor to your Defense
Score. Any options that specify a Light Armor requirement now work with
Medium Armor also.
[25 XP] Cleave
Whenever you hit an opponent in Melee combat, you can make a second
attack action against that target or another target within Close distance of
you.
[25 XP] Finessed Attack
Once per encounter, you may treat any weapon with the Medium descriptor
as if it were a Finesse weapon. You can also exchange Attack bonus of that
weapon to enhance the DMG dice by one step (for example, you could raise a
Longsword's DMG dice from a d8 to d10 by lowering the Attack bonus by 1).
[25 XP] Weapon Expertise
You gain a +2 bonus on Attack rolls with a single designated Weapon with
which you are proficient.