Kingdoms and Warfare FAGE conversion
By Ryan Dallaire - July 2023
I started converting some rules for MCDM’s “Kingdoms and Warfare” book. Swapping out the 5E rules. I never finished it.
Normal text replaces what is in the book.
Italic text specifies some changes to make for what is in the book. (Such as changing 30 feet to 10 yards)
- Adventuring Party (pg 31)
- Martial Regiment (pg 36)
- Mercantile Guild (pg 40)
- Mystic Circle (pg 44)
- Nature Pact (pg 48)
- Noble Court (pg 52)
- Religious Order (pg 56)
Adventuring Party (pg 31)
Domain Titles
Cap’n Gain the Dexterity(Initiative) focus or if you already have it, the focus bonus becomes +3 for it. Also, when you hit an enemy with an attack, your allies within 2 yards get a +2 bonus damage to their next attack against your target. The bonus lasts until the start of your next turn.
Doc Gain the Intelligence(Healing) focus or change it to +3 if you already have that focus. Whenever you rest for at least 6 hours, you can use the supplies of a Healing Kit to make a Healing Potion. Potions made this way are only effective if used in the next 24 hours.
Know-It-All Gain the Intelligence(Natural Lore) focus and the Intelligence(Historical Lore) focus. Also, when you roll initiative, make an Intelligence(Natural Lore) test to try and identify a weak spot on a creature you can see. The TN for that test is 10 + half your level (rounded up). If you succeed, you get a +1 bonus to attacks against that target for 1 minute.
Smart Mouth Gain the Communication(Persuasion) focus and Strength(Intimidation) focus. Also, when you roll initiative, choose a creature and reduce their initiative by your Communication ability.
Weirdo Gain the Intelligence(Arcana *) focus for a type of arcana you don’t already have the Talent for. You also learn 2 Novice tier spells from that arcana.
Domain Power
Never Tell Me the Odds - When you cause someone to make an opposed test because of a Major Action, Minor Action, Stunt or if they must make a test because of a spell you cast; you can take a power die from your domain’s pool and subtract it from their roll. You can use this ability after the creature makes the roll.
Specializations
Disorganized Misfits
Avenge Me Change 30 feet to 10 yards.
Explorer’s Society
What Does This Button Do? Change the Use An Object action to “an Activate Action to interact with any object”.
Destructive Force Change 30 feet to 10 yards.
Weakening Energy For 1 minute, you get a penalty equal to the power die on all opposed tests and tests you are forced to make by your enemies’ spells and Talents.
Magic Investment A gem or art object you carry is increased in value by 100sp x the number on the power die.
Light Blades You and each creature within 10 yards must make a Dexterity(Acrobatics) test vs a TN of 8 + the number on the power die. A creature that failed takes radiant damage equal to twice the number on the power die.
Energy Shield The bonus applies to your Defence instead of AC.
Bold Energy Instead of temporary HP you gain 4 * the number on the power die in Health.
Rejuvenating Aura Change 30 feet to 10 yards. The creatures regain all their Health instead of HP.
Mercenary Company
Fighting Dirty As an Activate Action, you can roll a power die from your domain’s pool. Subtract the number from your next attack this turn, if the attack still hits, it deals extra damage equal to 4 * the number on the power die.
Martial Regiment (pg 36)
Domain Titles
Ambush Captain Gain the Dexterity(Stealth) focus or change it to +3 if you already have it. Also, you can perform the Lethal Blow stunt for -1 SP (minimum 1).
Bravura Commander Gain the Communication(Persuasion) focus or change it to +3 if you already have it. Also, you can use an Activate action to give allies within 10 yards a +2 bonus to Willpower tests.
Field Medic Gain the Intelligence(Healing) focus or change it to +3 if you already have it. Also, you can use a Heal action on the same creature multiple times without them getting new damage. But the TN increases by +1 each time and resets when they take new damage.
You also get a +2 bonus to the amount of healing you give with the Heal action.
Tactical Marshal Gain one of the following focuses: Intelligence(Military Lore), Perception(Seeing), or Perception(Hearing). Also, you can take an Activate action to allow an ally within 20 yards of you to move up to their Move speed.
War Mage Gain the Intelligence(Arcane Lore) focus or change it to +3 if you already have it. Also, you can use an Arcane Blast as a special melee attack when you use the Charge action or Melee Attack action, and this attack also deals an extra +1 damage.
Domain Power
Brute Force When a creature you can see within 20 yards of you moves, you can take any number of power dice from your domain pool to make a weapon attack against them. Add the total rolled on the power dice to the damage dealt.
Specializations
City Watch
Steel Resolve When you fail an opposed test or a test to avoid the effects of a spell, you can take a power die from your domain’s pool and add it to your roll.
Knightly Order
Sworn to Protect As a Minor Action can take a power die from your domain’s pool and add the number to your Defense. At the end of each of your turns, decrement the die and the bonus to your defense.
Military Squadron
Skirmisher As a minor action, take a power die from your domain’s pool. You increase your speed by 2 x the number on the die yards. At the end of each of your turns, decrement the power die and the bonus speed.
Mercantile Guild (pg 40)
Domain Titles
Acquisitions Expert You gain the Intelligence(Arcane Lore) focus, or change it to +3 if you already have that focus. You learn the Arcane Awareness and Bloodhound spells, and can cast them twice per day without paying the Mana cost.
Chief of Security When a creature within 2 yards of you makes an attack against a target other than you, you can make a melee weapon attack against that creature. You can only make this attack once between each of your turns.
Executive Manager When a creature within 2 yards of you misses an attack, you can add +1 to the roll. You can only use this ability once between each of your turns.
Fixer You gain the Dexterity(Stealth) focus, or change it to +3 if you already have that focus. You can also perform the Ready action once each turn for free.
Safety Officer While you are conscious, you and friendly creatures within 4 yards of you get a +1 bonus to tests for Willpower(Courage) and Willpower(Self-Discipline). Twice per day, you can use an Activate action to give a creature within 10 yards 1d6 Health.
Domain Power
Outgunned When you miss with an attack, you can take a power die from your domain’s pool and add it to your roll. Alternatively, when you hit with an attack, you can take a power die and add it to your attack’s damage.
Specializations
Monopoly
Action Plan On your turn, you can take a power die from your domain’s pool, then you can take an additional action. It can be either another Major or Minor action.
Pirate Band
Pillage As a minor action, take a power die from your domain’s pool to steal a power die in the opposed domain’s pool. Add the stolen power die to your domain’s pool.
Trade Guild
Healthcare As a major action, take a power die from your domain’s pool. You can regain Health by rolling a number of d6 equal to the number on the power die.
Mystic Circle (pg 44)
Domain Titles
Augor You can add your Intelligence to your Initiative rolls. And once per day you can allow your allies to add your Intelligence to their Initiative rolls as well.
Bewitcher You gain the Communication(Performance) focus, or change it to +3 if you already have that focus. You learn the Disorient spell and can cast it twice per day without paying the Mana cost.
Medium When learning new spells from advancing in your talents, you can always choose a spell from the Death Arcana. Additionally, when a creature you can see within 10 yards of you dies, you can regain 1d6 MP.
Shade You gain the Dexterity(Stealth) focus, or change it to +3 if you already have that focus. While in darkness, you can turn invisible as a minor action. You stay invisible for 1 hour or until you cast a spell, make an attack, or enter bright light.
Spellsword You gain a weapon group focus of your choice. Whenever you hit a creature with a melee attack, you reduce their move speed to 0 until the start of your next turn.
Domain Power
Universal Energy Field As a major action, you can take a power die from your domain’s pool and roll a number of d6 equal to the number on the power die. You regain that much MP.
Alternatively, as a minor action, you can take a power die from your domain’s pool and charge one weapon you are touching with elemental energy. Until the end of your next turn, the weapon does damage of a type of your choice from the elements.
Specializations
Arcane Order
Your Staff is Broken As a major action, take any number of power die from your domain’s pool and target an enemy spellcaster. That enemy must make an Intelligence test vs a TN of the total of the power dice. If they fail the test, they cannot cast spells for 24 hours. This doesn’t end any ongoing spells that they already cast.
Midnight Oil As a domain action make a DC 12 Lore test. On a success, you can then use a domain reaction to give all officers of your domain +10 MP for the next battle.
Secret Cabal
Elemental Bargain As a major action, take a power die from your domain’s pool to conjure an elemental within 10 yards of you. You control it. It can be a water, air, fire or earth elemental. The elemental disappear when they are reduced to 0 health or after a number of rounds equal to 1 + your domain size, whichever comes first.
Curse of Vitiation Change the last line to: That lieutenant gets -2 to opposed tests or forced tests during the battle.
Theatrical Troupe
Magic Misdirection As a major action, take a power die from your domain’s pool and make a Communication(Deception) test opposed by a creature’s Willpower(Self-Discipline). Add the number on the power die to your roll. On a success, the creature is charmed by you until the end of your next turn. While charmed in this way, the creature sees its allies as enemies, and it must use its major action before moving to make a melee weapon attack against an ally it can reach. If the creature has no allies within reach, it takes no major action this turn.
Nature Pact (pg 48)
Domain Titles
The Connected Change it to a major action and the range becomes 10 yards. Change ability checks and savings throws to ability tests (including opposed ones), and the linked creature must be within 30 yards of you.
The Pack Leader Need to figure out how to replace CR based beasts.
The Primal If you move at least 4 yards towards a Moderate or lower threat enemy, then hit that enemy with a melee weapon attack on the same turn, the attack deals extra damage equal to the stunt die and the target must make a Strength(Might) test vs TN 12 or be knocked prone.
The Speaker Change the skill to the Communication(Persuasion) focus. The ability becomes a major action and also changes the range to 30 yards.
The Stalwart Once per day, you can use a major action to grant yourself and one ally a +2 bonus to defence until the next time they are successfully hit.
Domain Power
Vine Entrapment As a minor action, take a power die from your domain’s pool and choose a creature within 10 yards of you that you can see. That creature must make a Dexterity(Acrobatics) test vs a TN of 9 + the number on the power die. On a failure, thorny vines erupt from the ground and wrap around the, the target gains the Helpless condition. The restrained creature can use a major action on their turns to try to free themselves by making a Strength(Might) test vs the same TN as above, but upon freeing themselves, they take piercing damage equal to 1d6 + your domain size.
Specializations
Barbarian Tribe
Impenetrable Defense Change it to a minor action and the range to 6 yards.
Druid Circle
Primal Conjuration Another CR based beast summoning effect.
Eagle Eye You learn the Ability ratings, Defense, Health, Talents, and Class Abilities of the lieutenant instead.
Hunter Conclave
Rapid Assault Change the bonus action to a minor action.
Noble Court (pg 52)
Domain Titles
Court Mage You must already know at least one spell. You learn the Arcane Awareness spell (from Power Arcana) and can cast it without spending MP. Your max MP increases by 8.
Court Minstrel You gain the Communication(Performance) focus, or change it to +3 if you already have that focus. You also learn 2 Minor Arcana spells and can cast them without spending any MP.
High Priest Once per turn when you damage a creature with an attack or spell, you can choose another creature you can see within 10 yards of you. The chosen creature gains a +2 bonus to their Defense against the next attack that targets them.
Master Assassin You gain the Dexterity(Stealth) focus, or change it to +3 if you already have that focus. Whenever you hit with a light blade, dueling, or black powder, you gain a bonus to damage equal to +2.
Master-at-Arms Choose one of the following ability focuses: Constitution(Running, Rowing or Swimming) or Strength(Climbing, Jumping or Might). You gain that focus, or change it to +3 if you already had that focus. You also gain the weapon focus of your choice, or change it to +3 if you already had that focus.
Domain Power
Mantle of Authority Change the bonus action to a Minor Action.
Specializations
Court of War
Conqueror As a Minor Action, take a power die from your domain’s pool. Until the end of your next turn, you gain a bonus to weapon attacks equal to the number on the power die and your speed increases by 4 yards.
Political Administration
Timely Aid When a creature you can see within 10 yards is hit by an attack, take a die from your power pool. Until the end of its next turn, that creature gains a bonus to its defense (including against the triggering attack) equal to the number on the power die. Additionally, the creature regains Health equal to the number on the power die.
Enchantment Economy Instead of having advantage, your organization gains a +3 bonus to the listed rolls.
Regent State
Voices of the Past Another CR based summoning effect.
Religious Order (pg 56)
Domain Titles
Conduit You know the following Minor Arcana and can cast them without spending MP. Also, as a major action once per day, you can become the vessel of your faith and choose one of the following effects: Light: You emit an aura of divine light for 5 yards for 1 minute. Choose a number of creatures you can see in the area. Each creature must make a Constitution(Stamina) test vs 14 or they become blind for 1 minute. An affected creature can repeat this test at the end of each turn. Darkness: You emanate magical darkness for 5 yards for 1 minute. The sphere moves with you, the area is heavily obscured for all creatures except you.
Crusader You gain one of the following Focuses: Willpower(Courage), Willpower(Morale), or Willpower(Self-Discipline). When a spell or magic item restores your Health, you regain the maximum Health it can restore.
Herald You gain one of the following Focuses: Communication(Deception), Communication(Etiquette), Communication(Performance), Communication(Persuasion), or Communication(Seduction). Once per day you can cast the Empathy(Mind Arcana) spell without spending any MP, and you can cast the Spell Shield (Power Arcana) spell affecting only 1 target without spending any MP.
Omen As a minor action, you utter a chant. The first creature you hit with a weapon attack before the start of your next turn, takes an extra 1d6 penetrating damage. If you use your minor action to chant for a second turn in a row, the damage increases by 1d6. And if you chant for a third time in a row, the damage increases further by 1d6 and you get +2 to the attack.
Prophet Reaction based bonus to saving throws?
Domain Power
Beseech the Most High Another CR based summoning effect?