Fanta Sia-Age | Fantasy AGE Character Sheet | Fantasy AGE | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild
Personal Information
Name Fanta Sia-Age
Class Rogue
Level 1
Species Gnome
Upper Class
Background Apprentice
26 / 26
0 / 0
0 / 10
Bargaining (2)
Legerdemain (2)
Evaluation (2)
Arcane Lore (2)
Weapon Groups
Brawling, Light Blades, Staves and Black Powder
Name Ability Att Dmg Rng Reload Ammo
Dagger Accuracy 2 1d6+1 4/6 minor action 0
Short Sword Accuracy 1 1d6+2 2/4 minor action 0
Defense 11
Shield Bonus 0
Armor 2
Armor Type light leather
Armor Penalty 0
# Name Arcana Type Cost Cast Time TN
01 Shadow Dagger Shadow Attack 3 Major Action 11
Desc. A shard of darkness bursts from your hand or arcane device and speeds toward the target of your choice within 20 yards. It inflicts 1d6+1 penetrating damage.
02 Shadow’s Hood Shadow Attack 4 Major Action 12
Test Willpower (any focus) vs. Spellpower
Desc. Your mystical darkness robs a foe of the sense of sight. Choose a target within 6 yards of you. If the target fails a Willpower test against your Spellpower, they are blinded for a number of rounds equal to your Willpower (minimum of 1). You can pay an additional 2 MP to extend the duration of a successful shadow’s hood spell by rounds equal to your Willpower, rather than letting it expire.
Name Degree Description
Contacts Journeyman You know people, sometimes in the unlikeliest places.
You can attempt to make a contact out of a NPC with a successful Communication (Persuasion) test. The GM will set the target number based on the likelihood of you knowing the NPC or having mutual friends. The more distant the NPC’s homeland or social Classes: from yours, the more difficult the test will be. A contact will be friendly to you, but won’t go out of the way to help you without additional motivation. You can’t make a contact out of a NPC who already dislikes you or is an enemy.
Journeyman / Expert
Once you’ve established a contact, you can try to get a favor with another successful Communication (Persuasion) test. The target number is based on the nature of the favor and whether it puts the contact in any danger.
You can turn an acquaintance into an ally with a show of loyalty. If you do a significant favor for a contact, he will treat you as a friend when you ask him for favors. He will go out of his way to help you and will be willing to put himself in danger for you.
Thievery Novice What’s yours is yours and what’s theirs is yours too.
You don’t let locks stand in your way. If you fail a Dexterity (Lock Picking) test, you can re-roll it, but you must keep the results of the second roll.
Journeyman / Expert
You are familiar with many types of traps. If you fail a Dexterity (Traps) test, you can re-roll it, but you must keep the results of the second roll.
You know how to find what’s hidden. If you fail a Perception (Searching) test, you can re-roll it, but you must keep the results of the second roll.
Name Degree Description
Bard Novice You are a poet, storyteller, and musician with an inspirational tale always ready on your lips. You collect folklore and songs wherever you go, and have a breadth of knowledge that can surprise academics.
By spending a major action and succeeding in a TN 13 Communication (Performance) test, a bard can spin a tale or sing a song to inspire an ally. This may happen before or during an encounter. An inspired ally may reroll one failed test. If not used by the next encounter, this reroll is lost. Bards may inspire multiple allies by spending additional actions or using the Sway the Crowd roleplaying stunt.
Journeyman / Expert
Bards often remember stories and tales that provide useful insights. They can perform the That Makes Me Wonder exploration stunt for 2 SP instead of its usual cost of 3. Once per encounter, they can also add a +2 circumstance bonus to any Lore-based Intelligence test if they can provide a plausible explanation of how they remember a story, fable, or historical event that provides useful insight.
Bards can now inspire or demoralize whole groups with their performances. The bard takes a major action and makes a TN 13 Communication (Performance) test (for allies) or an opposed Willpower (Courage or Morale) test (for enemies) targeted at any group that can hear their performance clearly. Success means the bard can apply one of the following bonuses or penalties to the group, as appropriate: +1 to attack rolls, +1 to damage, +1 to Willpower tests, -1 to attack rolls, -1 to damage, -1 to Willpower tests. Modifiers can’t be stacked, but multiple actions can be taken to apply multiple modifiers to a single group. Note that what constitutes a “group” is left somewhat open to Narrator interpretation, but should always include a party of heroes or a group of adversaries of the same type (demon soldiers, fomoiri raiders, etc.)
Type Name Description
Class Pinpoint Attack Once per round, add 1d6 to the damage of a successful attack if your Dexterity is greater than your opponent’s.
Class Rogue’s Armor Ignore Armor Penalty of leather armor.
Gold 0 Silver 109 Copper 0
traveler’s garb
light leather armor
two weapons
Short Term:
– Steal my former master’s catalog of ancient artifacts
– Establish a name in the city as a capable adventurer

Long Term:
– Become a member of the Thieves Guild’s Shadow Council
Dark Sight
Speak Gnomish and Common

Fantasy AGE RPG is © 2015 Green Ronin Publishing, LLC. - Fantasy AGE Character Sheet v1.00, made by Tillerz#- Updated: 2023-02-28

Created by



Fantasy AGE