Adventure's Edge Roleplaying Game

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Introduction

Cover Master.png

Adventure's Edge is a standalone roleplaying game by Don Fuller inspired by the classics that have come before it. This is a D20, skills-centric system, with a new spin on familiar stats, where classes are unique but also take a back seat. You won't find feats, spell-slots or weapon damage dice, nearly every skill works the same, dice rolls are active player only, combat has facing, reach, and wounds, but only a few tables. All play is either in Narrative Time or Action Rounds, and combat uses a fluid two action economy that never changes between 1st level and 20th level. Even though characters are complex, the rules of play are streamlined and designed in such a way that the game plays well at all levels, without characters and  monsters turning into sacks of health points, and play becoming cumbersome at high levels. If any of that sounds interesting, suit up and press on to adventure, because this is Adventure's Edge!

Welcome to Tellus

Tellus is a vast disk world encircled by the powerful flow of the Realstream. The fiery light of Cyrus warms the day, and Karos and Lunas illuminate the night. Beneath the aether the mortal races build their empires and explore farther into the unknown, while the gods plot against each other and the world engine spins on of its own accord.

Your story begins in the land of Galtia, where the human duchies are recovering from an elven invasion followed by a deadly plague that left the land in turmoil. Will you navigate the shifting political landscape and back one of the royal claimants or fight your way to the top and take a throne for yourself? Perhaps you will seek out fortune by exploring Legacies of the Urlosh to recover treasures and artifacts from the past, or perhaps become a Freelancer, slaying monsters, and helping those in need for gold and glory.

The world is vast, and the choices are yours to make!

Whatever you choose to do, Adventure’s Edge favors teamwork, creativity, and planning. It is a dangerous world out there and rushing into a fight can get you killed quickly. Real heroes must rely on their wits, skills, and magic to overcome the challenges they face. That is true adventure, and this is Adventure’s Edge!

You can also use Adventure’s Edge to easily run games in any setting that you desire, creating a completely new experience.


Adventure’s Edge Core Rules [BETA] version 3/15/25

by Don Fuller

No portion of this work may be reproduced without permission.

Credits

Author, Design and Editing

Don Fuller

Consulting, Inspiration and Review

Rachelle Fuller

Cover Artist

Cover Art and Logo are original art for Adventure’s Edge by Rick Hershey, Publisher's Choice Quality Stock Art

Interior Art

Most Interior Art purchased from Dean Spencer Art, Publisher's Choice Quality Stock Art, and Grim Press and used with permission.

Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

Some Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

Other art used without attribution through public domain sources.

Icons purchased and used with permission from The Noun Project.

Table of Contents

Chapter 1: Getting Started

Chapter 2: Making a Character

Chapter 3: Character Races

Chapter 4: Character Classes

Chapter 5: Experience and Gaining Levels

Chapter 6: Character Statistics

Chapter 7: Skills and Proficiencies

Chapter 8: Equipment Tables

Chapter 9: Combat Rules

Chapter 10: Injury and Healing

Chapter 11: Combat Styles

Chapter 12: Magic Rules

Chapter 13: Spells

Chapter 14: Adept Powers

Chapter 15: Additional Rules -Movement, Vision, Underwater & Aerial Combat, and Morale

Chapter 16: Alchemy (in progress)

Chapter 17: Crafting and Enchanting

Chapter 18: Running the Game (unwritten)

Chapter 19: Creature Codex (in progress)

Chapter 20: Appendix (unwritten)