Fifth Age of Tamriel
This website does not include a complete set of rules for the Adventure Game Engine. For that, you’ll need to buy the Fantasy AGE® Basic Rulebook. This website only provides the information needed to adapt Fantasy AGE to the Fifth Age of Tamriel campaign setting. If you do not already own the Basic Rulebook, there are links on the Main Page to Green Ronin’s store, where the book can be purchased.
The Elder Scrolls series uses eight basic abilities to define characters: Agility, Endurance, Intelligence, Luck, Personality, Speed, Strength, and Willpower. However, Fantasy AGE uses a different set of abilities. In order to make FAoT easier to integrate with other FAGE content, we have attempted to adapt TES into the FAGE attribute system, rather than use the traditional Elder Scrolls abilities.
FAGE defines a number of ability focuses in the Basic Rulebook, many of which cover the basic TES skills. We’ve compiled the following table of additional ability focuses that are specific to FAoT:
|Intelligence||Illusion, Conjuration, Alteration, Destruction, Mysticism, Restoration|
Players create characters in the same manner as in traditional FAGE, with only two differences. First, the selection of available Races is different for FAoT than FAGE. Second, after choosing their class, characters must choose from a list of Birthsigns that represent the time of that character’s birth. For more information on races and birthsigns, visit their respective pages.
Also, Rogues and Warriors can choose Thrown Weapons as a trained weapons group in character creation. Thrown Weapons include things like throwing knives, shuriken, and star-blades (ninja stars).
In combat, players take damage. Most of the time, this damage is mundane, in the form of blunt force trauma, lacerations or piercing wounds. However, when players take damage from special sources (including some traps and spells), they take different forms of damage. In FAoT, these special damage types are fire, frost, shock and magicka. These special damage types are treated the same as normal (mundane) damage in most circumstances, but characters can have certain innate weaknesses and resistances to these special damage types that modify their defensive rolls against these types of attacks.
For example, Altmer have a -2 weakness to magicka damage, while Bretons have a +2 resistance to magicka damage. If an Altmer were to get hit by a spell that dealt magicka damage, they would subtract 2 from their test roll. On the other hand, if a Breton were hit by the same spell, they would add 2 to their test roll.
If the special damage is coming from an item, such as a magical sword that adds frost damage, then players would roll 3d6 plus their resistance vs. TN 10 to see if they successfully resist the additional damage.
Disease and Poison
There are many diseases in Tamriel, and likewise, there are many poisonous plants and creatures. To see if a character has contracted a disease or been affected by poison, you must roll a constitution check. However, some races have inherent resistances to disease and poison. For example, Altmer have a +3 resistance to disease, and Argonians are immune to poison.
For disease checks, roll 3d6 + Constitution + Disease Resistance. For poison checks, roll 3d6 + Constitution + Poison Resistance. In both cases, the target number is defined by the type of disease or poison being resisted.
In the FAGE basic rulebook, Rogues have an ability called “Rogue’s Armor,” which negates the armor penalty from leather armor. However, in FAoT, there’s more types of light armor than just leather, so we’ve changed the rule as follows:
|Rogue’s Armor||Negate 1 point of armor penalty from light armors.|