The Fantasy Sagas RPG

The Fantasy Sagas Player’s Guidebook introduces the Sagas Triumvirate. It presents the Sagas game rules (using the E-RPG System) with a focus on game elements specifically used in many fantasy role-playing game settings.

The Fantasy Sagas Player’s Guidebook is completely compatible with all Sagas game content. The only difference between this, and other player guidebooks is the rules it presents. The Fantasy Sagas presents rules for magic and psychics, and focuses on traditional fantasy weapons and content.

The Fantasy World of E-RPG

The Fantasy Sagas was developed to be an open system that allowed characters of any type or worlds of any variety to be created. It allows Game Masters and Players to explore their imaginations through a system grounded in reality. Weapons behave as they should, with great pain (often literally) to explore how combat works, how skills should work, and more. That often seems to fly in the face of fantasy, but we found that creating rules for fantasy does not exclude one from the responsibility of engaging the rules in a realistic and intelligent way.

We pride ourselves on including rules that feel like a real implementationof what a character attempts in an easy and accessible way. We want it to feel real, without overburdening a player in the way simulations can sometimes do, and still allow for incredible feats that can lead to extraordinary results and limitless fun. What we do is explore elements such as magic and psychic powers by asking the question “What would it be like if it were real?” This is not a simple question to answer, especially when you want the answer to fit within the flow of an existing system for combat and skills, and still be able to work with modern elements such as vehicles and firearms.

Surprisingly, the answer was to make it work just like the other rules. This answered both problems perfectly. The game rules are the same, but expanded, and it behaves exactly as one would expect it to if it existed in the real world. You won’t find a contrived method for using magic or powers that seems built only to work as a game. Nor will you find it overburdened with complication to suit a simulation. These are accessible, realistic, and intelligent ways of engaging the player without sacrificing the integrity of the game, by keeping it as close to the core system of the game as possible.

Magic

Magic in E-RPG allows characters to bend the natural world to their imagination. Fantasy Sagas presents magic as an expansion to skills. Characters can learn any one of a wide array of magic skills that present unique features to the magic system. These skills are used to cast a spell, in much the same way that a skill is used to attack with a weapon. If a spell is successfully cast the effect is then rolled. This is determined by how well a character knows the specific spell. Characters can level up spell skills like normal skills, have proficiencies in spell types (called aspects) and can purchase levels in skills to enhance their strength.

Spells are open from the very beginning. A character can learn any spell for which their spell skill allows. There are no obligatory level or ability requirements beyond the skill requirement. Skills are time based, requiring time in combat rounds to cast. The more powerful the spell, the longer it takes to cast. However, a character’s skill can reduce this time. This allows more powerful magicians to cast more powerful spells quicker than less experienced characters.

Lastly, the Player’s Guidebook includes rules for GMs and Players to create their own spells. This easy to use system applies specific elements of a spell, such as focus, target, duration, etc. to apply an overall cost to the spell. The final cost is how long the spell takes to cast. Player’s and GMs can also supplement spells through our Grimoires Series.

Psychic Powers

Shamans focus on psychic powers that allow them to speak to spirits, but are also proficient with natural magic.

Psychic powers are a popular addition to any Fantasy or Sci-Fi Setting. Psychic powers are handled via skill tests. Character purchase a psychic power skill during character creation. That power extends through focused abilities that describe different methods of using that power. Each method can be focused by purchasing skill focuses call Proficiencies to enhance the power when using the particular method.

Psychic abilities were created with an eye towards having a firm foundation in reality. While such abilities may be debatable, certain supporters of the reality of psychic powers suggest a wide array of abilities. Some games present completely supernatural and fantastic abilities that are unlikely or impossible even within a reality of psychic abilities. We took a long hard look at what could be possible, and applied these to our game. Players and Game Masters can use that foundation to create any other possible psychic power or ability they may want to include in their game.