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  • #16
    Re: [AGE] DRAGON AGE STUFF: Characters, Creatures, etc. NEW: CASSANDRA (Dawn of the Seeker)

    Originally posted by Kot the Protector View Post
    I really like your idea for using templates to boost heroes for higher-power campaigns! Gonna have to mention that on the podcast!
    Hey, Kot! Thanks! And please let us know how it went if you ever test this idea Can't wait for the next episode of the podcast

    Edit:

    Hmmm... that makes me think. What if we get one of the 1st-level origin characters and apply a progression? :3 Let's check!

    AEDAN COUSLAND (Human Noble Origin - Epic Progression)
    "Brave of you sir, to so openly cast an envious eye towards me and mine. I suggest you look elsewhere, lest I consider removing your sight in a more permanent fashion."
    Background: Fereldan Noble (Strength +1, Dexterity +1, Leadership, Military Lore), can speak and read the Trade Tongue
    Class and Level: Warrior 1
    Epic progression: Dexterity +3, Constitution +2 Strength +2, Communication +1, Cunning +1, Willpower +1, Health +20, five extra focuses, three extra talent degrees, armor +3
    ---
    Communication: 2 (Leadership); Constitution*: 4 (Stamina); Cunning: 2 (Military Lore); Dexterity*: 6 (Brawling); Magic: 0; Perception: 1; Strength*: 5 (Heavy Blades); Willpower: 2 (Courage, Self-Discipline)
    ---
    Stunt Bonuses: Defensive Stance (1 sp when fighting with weapon and shield)
    Talents: Armor Training (J), Dual Weapon Style (N), Weapon and Shield Style (M)
    ---
    Speed: 13 (16 without armor); Defense: 16 (19 with shield); Armor: 10
    Health: 57; Mana: --
    Attack: Longsword +7 (damage 2d6+5) or shield bash +8 (damage 1d6+4) (note: a shield bash is similar to an attack with an improvised weapon, base damage 1d6-1) or crossbow +6 (damage 2d6+2, range 30/60, reload major action)
    ---
    Equipment: Backpack, traveler's garb, waterskin, longsword, medium shield, short sword, crossbow and quiver with 20 bolts, heavy mail armor, 3d6+50 silver pieces.
    I checked. Against this hero your average genlock will hit only about 16% of the time and even your average two-hander hurlock will hit only 25% of the attacks. On the other hand, you can expect this hero to hit about 90% of his attacks. Add that to armor and other effects and yeah, that's about what I was expecting.
    Last edited by Icarus; 12th December 2016, 10:56 AM.
    [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
    [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
    [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

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    • #17
      Re: DRAGON AGE STUFF: Characters, Creatures, etc. NEW: CASSANDRA (Dawn of the Seeker)

      Power of Blood
      Power of Blood is a series of special abilities enabled by the Warden's Keep downloadable content for Dragon Age: Origins, converted here for the Dragon Age RPG.



      The Grey Wardens are known to not avoid taboo practices as blood magic - they use everything in their power to stop a Blight.

      The Story of Avernus
      Avernus was a young mage in the Wardens at the time Sophia Dryden was Warden-Commander. During King Arland's siege on Soldiers Peak, Commander Dryden knew about Avernus' involvement in blood magic and ordered him to summon demons from the Fade to aid in the fight, although if questioned, Avernus will admit he probably would have done so even without Sophia's order. Yet, they did not account for the evil that exists in the Fade on coming out.

      After the tear in the Veil between the world of the living and the Fade opened, Avernus retreated to his lab at the top of the tower when the demons grew beyond his control. It was there he conducted his terrible experiments for centuries along with extending his unnatural life, ostensibly in order to keep the danger that now reside within contained. Avernus' research revealed that he could utilize the Grey Wardens' taint to combat the demons and hypothesized that the knowledge could help the Grey Wardens to grow even more powerful. This research led to the Power of Blood powers, that "enhance" the power the Warden gained from the darkspawn taint.

      Due to their obvious use of blood, Power of Blood abilities could be considered a type of blood magic. Unlike general blood magic, however, these powers are not derived directly from demons. Avernus notes that the demons are the usual source of blood magic—therefore he developed the abilities in his quest to find something that the demons could not match, namely the darkspawn taint in the blood of Grey Wardens.

      In Your Campaign
      The GM should decide if Power of Blood abilities are available for Grey Wardens and, in affirmative case, how a PC Warden could be able to learn them. In Dragon Age: Origins these abilities are gained through through drinking the Alchemical Concoction created by Avernus (and they become part of the Grey Warden progression - that is, they do NOT take a normal talent slot to be learned), but in your own campaign that could prove too powerful, unless all characters are Grey Wardens or gain similar benefits from other sources.

      -------------------------------------------------------------------------------------------------------------

      Power of Blood Talents



      Power of Blood: Way of the Mage
      Classes: Mage
      Requirement: You must be a Grey Warden and have Constitution 3 or higher.
      Novice: You can take a major action to inflict a wound on yourself. You inflict 1d6 penetrating damage on yourself and you recover mana points equal to the damage. Any excess points above your maximum are lost. (This power is very similar - but no equal - to the blood mage's specialization novice degree; in particular, the blood mage generates mana to cast spells immediately, whereas this power only allows the mage to recover spent mana points.)
      Journeyman: Your tainted blood becomes a weapon. You can take a major action to inflict 1d6 penetrating damage on yourself to inflict 1d6 + Magic points of penetrating damage on a visible target up to 25 yards away. If the target makes a successful Constitution (Stamina) check (TN 15) it takes only 1d6 points of penetrating damage. Darkspawn always take +1d6 damage from this attack.
      Master: Your tainted blood gains maximum potency. When using the novice degree of this talent you recover 2d6 points of mana (while suffering only 1d6 penetrating damage). When using the journeyman rank of this talent the TN to resist increases to 17 and the damage if the target fails the check increases to 2d6+Magic (1d6 on a successful resistance check). Darkspawn still take +1d6 damage.


      Power of Blood: Way of the Rogue
      Classes: Rogue
      Requirement: You must be a Grey Warden and have Constitution 3 or higher.
      Novice: You can take an activate action to inflict 1d3 penetrating damage on yourself to enter dark passage mode. In this mode you gain a +2 bonus on all Dexterity (Stealth) checks and can move your Speed without penalties while in silence.
      Journeyman: You can take a minor action to inflict 1d6 points of penetrating damage on yourself to use your tainted blood as a poison to cover a blade, arrow or bolt. The weapon deals +2 points of damage until the end of the encounter.
      Master: While using the novice degree of this talent you gain +3 (instead of +2) on Dexterity (Stealth) checks. While using the journeyman rank of this talent the additional damage increases to +1d6+2.


      Power of Blood: Way of the Warrior
      Classes: Warrior
      Requirement: You must be a Grey Warden and have Constitution 3 or higher.
      Novice: You can take an activate action to inflict 1d6 penetrating damage on yourself to enter blood thirst mode. In this mode you gain a +1 bonus to attack and damage, but suffer 1 point of penetrating damage on the beginning of your turn every round. You can finish blood thirst mode with another activate action. It also ends automatically if you are rendered unconscious.
      Journeyman: You use the power of your tainted blood to create a bloody explosion around you. You take a major action to inflict 1d6 points of penetrating damage on yourself. All opponents up to 2 yards from you must make a Strength (Might) check (TN 15); those who fail take 1d6 damage and are knocked prone. Those who are successful suffer the damage but are not knocked prone.
      Master: While using the novice rank of this talent you also receive +1 stunt point for combat stunts every time you receive stunt points (not role-playing or exploration stunts). While using the journeyman rank of this talent the TN to resist increases to 17 and the damage increases to 2d6.
      Last edited by Icarus; 29th April 2018, 05:09 PM.
      [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
      [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
      [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

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      • #18
        Re: DRAGON AGE STUFF: Characters, Creatures, etc. NEW: POWER OF BLOOD talents for Grey Wardens

        Quick Question about the Power of Blood...

        Are these considered Specializations or strait up Talents? i have been wanting to do this myself and your version is WAY better than mine but i was just curious about the Spec thing.

        I am going to run through the events of Origins in the RPG and this would be a great idea.

        Also, do you have plans to do levels 21-30? i want to do that for when we play through Awakening. thanks for the talents though, they look awesome.
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpAR0pWWHBadjJQdkU"]Age of Alchemy[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpAY1JteV9mQjhxamc"]Battlemap Rules based on HeroScape[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpAVzNDRUtWT0pjSnM"]Kingdom Hearts/Final Fantasy - Playtest version[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpATDZrZUhXaHBJd00"]Magic Items Repository Volume 1[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcHVOdVUtajJnV1k"]Magic Items Repository Volume 2[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcWM5VWFhcXVZUEU"]FAGE-TitansGrave Random Character Generator[/URL]
        [URL="https://drive.google.com/open?id=0ByE2hNokDtpANUxzNHo2aDYxejA"]20 races for FAGE...enjoy[/URL]
        [URL="https://vladgenx.wordpress.com/"]https://vladgenx.wordpress.com/[/URL] This is my new log Site i just created. it is going to have fantasy short story snippets for you guys. Enjoy

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        • #19
          Re: DRAGON AGE STUFF: Characters, Creatures, etc. NEW: POWER OF BLOOD talents for Grey Wardens

          Originally posted by VladGenX View Post
          Quick Question about the Power of Blood...

          Are these considered Specializations or strait up Talents? i have been wanting to do this myself and your version is WAY better than mine but i was just curious about the Spec thing.

          I am going to run through the events of Origins in the RPG and this would be a great idea.

          Also, do you have plans to do levels 21-30? i want to do that for when we play through Awakening. thanks for the talents though, they look awesome.
          Hey! Thank you for your kind words.

          The Power of Blood are talents, not specializations. You could take one of them in place of your regular specialization (as you can always select a talent instead of a specialization - DA:Core, page 65).

          The GM can introduce the Power of Blood in his campaign in two ways. The Origins way was simply to give the freaking talent at Journeyman (Master?) degree for free to all Wardens who drank the alchemical concoction during the Warden's Keep DLC quest. If that's too powerful for your game, you could allow your players to unlock the talents by doing a quest like that (yeah, you can unlock new talents - or even stunts - just like you do with specializations - more about that on a future article).

          About level 21-30 I actually have an idea to write something about it. Very roughly, you get a new specialization on levels 22, 24 and 26; and I'm thinking about creating a "grandmaster degree" for all talents and introducing new stunts. (So far I'm keeping health/mana and spell/talent progression as-is and considering the possibility of creating a few new class abilities based on those of Awakening characters).

          But... To be honest, I believe that if you go through the events in Orgins with the DA RPG you can finish off the archdemon around level 12-13. Then you could run Awakening on levels 13+ ... this happens because in the RPG you actually have a GROUP of Warden/Warden-Commander-level heroes, not just one (as cool, powerful, and efficient the companions are... they're still supporting cast and each one of the PCs should be more powerful and efficient than they are - just as the Warden is more powerful than his/her companions).

          My breakdown of Origins in the RPG is like this (this is the order/level average I use):

          Origin story for each character (level 1-3)
          Ostagar and Korcari Wilds, including Tower of Ishal (level 3-4)
          Lothering (level 4-5)
          Circle Tower (level 5-6)
          Redcliffe Village and Redcliffe Castle (level 6-7)
          Brecilian Forest (level 7-8)
          Haven (Urn of Sacred Ashes) (level 8-9)
          Orzammar (level 9-10)
          Denerim (level 10-11)
          Landsmeet (level 11-12)
          The Final Battle (level 12+)
          I even created my NPCs based on this. My Loghain, for example (you can check it on the first page of the thread) was built as a level 10 warrior. My Bhelen and Cailan as level 5 warriors. Even Duncan was 'only' a level 10 rogue.

          I'm currently writing stuff about the region of Amaranthine as a specific RPG setting. My current group is adventuring there during the events BEFORE Awakening. So far they have unveiled clues about what's going to happen and tey will eventually meet a pre-Justice Kristoff and everything. They may even take the place of the Warden Commander depending on their choices.
          Last edited by Icarus; 14th December 2016, 02:50 PM.
          [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
          [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
          [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

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          • #20
            Zombicide Black Plague Survivors

            Zombicide Survivors as Dragon Age Characters (Part 1)



            I’m a huge fan of the Zombicide game, specially its Black Plague incarnation/expansion. My group usually plays Zombicide at least once a week and at we even tried to come up with a ‘real’ RPG using the Black Plague rules. Well, that never really happened but when I started playing AGE again I realized that it could be a great game system for some guiltless zombie-killing adventures. So, here you’ll find some of the Survivors from the Black Plague/Zombicide game stats for AGE.
            More on Zombicide and Zombicide Black Plague: https://zombicide.com/en/

            The Rules
            I tried to keep all these conversions as faithful to the board game and the AGE rules as possible. However, to fully stat some Survivors we need to add some house rules.

            First, as for character creation, Zombicide survivors do not use Dragon Age backgrounds. Instead they are built with 12 abilities (all abilities start at 0, up to two abilities can be as high as 4, but no other ability can be higher than 3), any two starting focuses, and equipment compatible with the character stats and their pictures (really, check that amazing Zombicide art!). Choose talents as usual. All characters can read and speak the Trade Tongue. Elf characters can also read and speak Elven and dwarf characters can also read and speak Dwarvish.

            Second, most survivors are very powerful characters, but instead of creating high-level characters, I decided simply to apply the heroic progression (DA: Core, page 270) to all of them. As discussed somewhere else, progressions used this way allow you to have more powerful 1st-level heroes and still get the fun of having 20 levels of play! Also, the progression allows abilities to go as high as 6 in the character creation.

            Heroic Progression: add 2 to any two abilities, add 1 to any three other abilities, add four focuses (you can substitute this for spells, weapon groups or languages – basically any advantage found on a background table that’s not an ability increase), and increase Health by 15. Add two extra talent degrees (one or two of these talents can be chosen from specialization talents, as long as the character meets the talent’s requisites).
            Third, magic works very differently in the board game (spells are basically weapons anyone can equip). I had to ignore this, so only mages will be casting spells in this version. However, any character with Magic 0+ may learn how to cast spells, even if the character is not a mage! These characters can take Magic Training as a talent (Mages are assumed to start with it at Master degree as a class power). The Magic Training talent grants a small amount of mana points (1d6 + Magic per level for rogues or warriors until level 10, no additional mana after that) and one spell per degree taken. Mages gain their usual pool of mana points and spells.

            ----------------------------------------------------------------------------------------------------------------------------

            Zombies!!!
            Please notice this is Part 1 of this series. Come back often to get new stats.



            WALKER
            Threat Level: Minor
            ---
            Communication: -2; Constitution: 4 (Stamina); Cunning: -2; Dexterity: 0; Magic: 0; Perception: 2 (Hearing, Smelling); Strength: 3; Willpower: 2
            ---
            Favored Stunts: Knock Prone and Pierce Armor.
            Apocalypse Damage: A walker deals +1 point of damage for each other zombie adjacent to the same target. So, if a target is surrounded by four zombies, all walkers deal +4 points of damage with every attack.
            Rigor Mortis: A walker moves slowly. It can take only a major or a minor action each round and it can't take the run or charge actions. It can take stunts as skirmish and lightning attack as normal, but they cost 1 extra SP when performed by a walker.
            Unnatural: As all zombies, a walker automatically passes any Willpower (Morale) test it is required to take.
            ---
            Speed: 8; Defense: 10; Armor: 0
            Health: 12; Mana: --
            Attack: Slam +3 (damage 1d6+3)

            Once peasants, craftsmen, merchants, or townsfolk, these poor unfortunates were taken unawares. These were everyday people, with their own hopes and dreams, now just zombies all with a singular purpose. We call them Walkers, the dumbest and most numerous of the lot. But never underestimate them. In numbers, they’re very dangerous, and they certainly have numbers.
            FATTY
            Threat Level: Minor
            ---
            Communication: -2; Constitution: 4 (Stamina); Cunning: -2; Dexterity: 0; Magic: 0; Perception: 2 (Hearing, Smelling); Strength: 5; Willpower: 2
            ---
            Favored Stunts: Skirmish and Knock Prone.
            Apocalypse Damage: A fatty deals +1 point of damage for each other zombie adjacent to the same target. So, if a target is surrounded by four zombies, all fatties deal +4 points of damage with every attack.
            Hard to Damage: A fatty is incredibly tough to damage. Its many layers of undead fat give it an armor rating of 8.
            Rigor Mortis: A fatty moves slowly. It can take only a major or a minor action each round and it can't take the run or charge actions. It can take stunts as skirmish and lightning attack as normal, but they cost 1 extra SP when performed by a walker.
            Unnatural: As all zombies, a fatty automatically passes any Willpower (Morale) test it is required to take.
            ---
            Speed: 8; Defense: 10; Armor: 8
            Health: 12; Mana: --
            Attack: Slam +5 (damage 1d6+5)

            Fatties are what we call the… well, fat ones. But there’s more to that blubber than just a dead rich merchant or noble. They ignore pain, just like most dead men. You need a strong arm to finish these. Or a powerful weapon. Or a wizard. Fire works, of course. Use it well to send them to their eternal rest.
            RUNNER
            Threat Level: Minor
            ---
            Communication: -2; Constitution: 4 (Stamina); Cunning: -2; Dexterity: 4 (Brawling); Magic: 0; Perception: 2 (Hearing, Smelling); Strength: 2; Willpower: 2
            ---
            Favored Stunts: Lightning Attack (2 sp) and Knock Prone.
            Apocalypse Damage: A runner deals +1 point of damage for each other zombie adjacent to the same target. So, if a target is surrounded by four zombies, all runners deal +4 points of damage with every attack.
            Unnatural: As all zombies, a runner automatically passes any Willpower (Morale) test it is required to take.
            ---
            Speed: 16; Defense: 14; Armor: 0
            Health: 12; Mana: --
            Attack: Slam +6 (damage 1d6+2)

            Runners are fast. Faster than anything on two legs should be. I’ve seen ‘em outrun a galloping horse, though only barely. But still, the poor cavalryman didn’t stand a chance.
            These three zombie types are the weakest zombies around. Even so, they're extremely dangerous in high numbers. Apart from the very basic walkers, each kind of zombie has a specific advantage: fatties are tough and runners are fast (being the only zombies from these three types able to perform a full set of actions).

            ----------------------------------------------------------------------------------------------------------------------------

            The Heroes… Er, I mean, Survivors
            Please notice this is Part 1 of this series. Come back often to get new stats.

            ----------------------------------------------------------------------------------------------------------------------------



            ANN (Human)
            “Zombies? Bah! They’re no match for a true predator.”
            Class and Level: Warrior 1
            Heroic Progression: Dexterity +2, Strength +2, Cunning +1, Perception +1, Willpower +1, health +15, four extra focuses, two extra talents
            ---
            Communication: 0; Constitution*: 3; Cunning: 2 (Nature Lore); Dexterity*: 5 (Light Blades); Magic: 0; Perception: 2 (Vision, Tracking); Strength*: 5 (Heavy Blades); Willpower: 2 (Courage)
            ---
            Stunt Bonuses: Lightning Attack (2 sp when using dual weapon style)
            Talents: Armor Training (J), Dual Weapon Style (J), Thrown Weapon Style (N)
            Weapon Groups: Bows, Brawling, Heavy Blades, Light Blades
            ---
            Speed: 11 (15 without armor); Defense: 15; Armor: 8
            Health: 51; Mana: --
            Attack: Longsword +7 (damage 2d6+5), dagger +7 (damage 1d6+6), thrown knife +8 (damage 1d6+5)
            ---
            Equipment: Backpack, traveler's garb, waterskin, longsword, dagger, set of throwing knives, light plate mail.

            Years ago, young Ann was the sole survivor of her slaughtered village, the victims of a neighboring lord’s depredations. She escaped into the wilderness where, starving and freezing, she was found by a barbarian hunting party. They couldn’t bring young Ann with them, but they took her to a nearby convent where she grew up, and learned her array of survivalist skills from the convent library and extended treks into the wilds. Over time, Ann become wise to the ways of the hinterlands, and now, with the zombie threat on the rise, she returns to civilized lands to hunt this new, formidable prey.

            ----------------------------------------------------------------------------------------------------------------------------



            BALDRIC (Human)
            “Knowledge is power. Magic is simply a tool.”
            Class and Level: Mage 1
            Heroic Progression: Strength +2, Willpower +2, Constitution +1, Magic +1, Communication +1, health +15, four extra focuses, two extra talents
            ---
            Communication: 2; Constitution: 2; Cunning*: 2 (Arcane Lore, Research); Dexterity: 2;
            Magic*: 5 (Primal); Perception: 1; Strength: 2 (Heavy Blades); Willpower*: 3 (Courage)
            ---
            Talents: Lore (N), Primal Magic (J)
            Weapon Groups: Brawling, Heavy Blades, Staves
            ---
            Speed: 12; Defense: 12; Armor: 0
            Health: 40; Mana: 17
            Attack: Arcane lance +5 (damage 1d6+5, range 16) or longsword +4 (damage 2d6+2)
            Spellpower: 15 (17 for Primal spells). Spends 1 less mana to cast Primal spells.
            Spells: arcane bolt, flame blast, flaming weapons, heal
            ---
            Equipment: Backpack, traveler's garb, waterskin, quarterstaff, longsword.

            Baldric was a brilliant adventurer. Mighty, mysterious, and powerful, his magical might became legendary. Yet he always valued his research skills over his magical prowess. Knowing what spell to use against the right kind of opponent gave him the edge that let him live to a ripe old age. His magic academy continued to preach this doctrine, despite heavy criticism from his magical peers that wanted arcane knowledge to remain ‘occult’ and hidden. All that changed with the horde’s invasion. Now he travels where needed, teach anyone that wants to learn, and blasting any zombie that dares show its face.

            ----------------------------------------------------------------------------------------------------------------------------
            Last edited by Icarus; 9th May 2017, 08:14 AM.
            [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
            [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
            [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

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            • #21
              Re: DRAGON AGE STUFF: Characters, Creatures, etc. NEW: ZOMBICIDE in AGE! (Suvivors 'n' Zombies)

              Zombicide Survivors as Dragon Age Characters (Part 2)

              The Heroes… Er, I mean, Survivors
              Please notice this is Part 2 of this series. Come back often to get new stats.

              ----------------------------------------------------------------------------------------------------------------------------



              ARIANE (Human)
              “So, where is the law now?”
              Class and Level: Rogue 1
              Heroic Progression: Dexterity +2, Cunning +2, Constitution +1, Perception +1, Willpower +1, health +15, four extra focuses, two extra talents
              ---
              Communication*: 1 (Deception); Constitution: 2 (Running); Cunning: 3; Dexterity*: 5 (Bows); Magic: 0; Perception*: 4 (Seeing); Strength: 2 (Jumping); Willpower: 2 (Courage)
              ---
              Talents: Archery Style (N), Scouting (N), Thrown Weapon Style (N)
              Weapon Groups: Bows, Brawling, Light Blades, Staves
              ---
              Speed: 15; Defense: 15; Armor: 3
              Health: 45; Mana: --
              Attack: Crossbow +7 (damage 2d6+5, range 30/60, recharge major), dagger +7 (damage 1d6+3), thrown knife +8 (damage 1d6+2, range 6/12, recharge minor)
              ---
              Equipment: Backpack, traveler's garb, waterskin, crossbow and quiver with 20 arrows, dagger, set of throwing knives, light leather armor.

              An orphan of the streets, Ariane grew up tough and agile, always one step ahead of the constables. She joined the Guilds of course, often working for more than one. The one job she took towards the end was the one she wished she could take back. She’d been hired to thieve the keys to the city, meaning the actual master keys held by the mayor alone. Her client, alas, proved to be a necromancer. She escaped his death trap, however, survived the invasion, and now offers her help to anyone willing to stand up to the menace. No one knows about her dirty little secret. … As yet.

              ----------------------------------------------------------------------------------------------------------------------------



              GLYNDA BATTLESTOUT (Dwarf)
              “Did you call me a GIRL?”
              Class and Level: Warrior 1
              Heroic Progression: Constitution +2, Strength +2, Cunning +1, Perception +1, Willpower +1, health +15, four extra focuses, two extra talents
              ---
              Communication: 0; Constitution*: 6 (Stamina); Cunning: 1; Dexterity*: 2; Magic: 0; Perception: 2; Strength*: 5 (Axes, Bludgeons, Intimidation, Might); Willpower: 3 (Courage)
              ---
              Dwarf: Speed -2, Magic Resistance
              Stunt Bonuses: Mighty Blow (1 sp when fighting with two-handed weapons)
              Talents: Armor Training (N), Dual Weapon Style (N), Two-Hander Style (M)
              Weapon Groups: Axes, Bows, Bludgeons, Brawling
              ---
              Speed: 8 (10 without armor); Defense: 15; Armor: 5
              Health: 54; Mana: --
              Attack: Two-handed Maul +7 (damage 2d6+8), thrown axe +7 (damage 1d6+7)
              ---
              Equipment: Backpack, traveler's garb, waterskin, two-handed maul, throwing axe, light mail.

              Glynda comes from the Battlestout clan, a large family of warriors, and every one of them learned from an early age how to fight. Humans might look down on dwarves – that’s easy to do when you only come up to most humans’ chests – but they don’t look down on her for very long. And nobody calls her «girl» more than once. Glynda has three advantages over the humans fighting the zombies: one, she’s more durable than most of them; two, she has been combat-trained her whole life; and three, the zombies’ mouths are a lot farther away from her.

              ----------------------------------------------------------------------------------------------------------------------------



              MORRIGAN (Dark Elf)
              “Dirty fighting, you say? Let me show you about life and death.”
              Class and Level: Rogue 1
              Heroic Progression: Dexterity +2, Strength +2, Cunning +1, Perception +1, Willpower +1, health +15, four extra focuses, two extra talents
              ---
              Communication*: 0; Constitution: 1; Cunning: 2; Dexterity*: 5 (Dueling, Light Blades, Initiative); Magic: 2; Perception*: 3 (Seeing); Strength: 4 (Intimidation); Willpower: 2 (Courage)
              ---
              Elf: Speed +2
              Specialization: Duelist (N)
              Talents: Contacts (N), Dual Weapon Style (N)
              Weapon Groups: Bows, Brawling, Dueling, Light Blades, Staves
              ---
              Speed: 17; Defense: 15 (16 when dual wielding); Armor: 3
              Health: 45; Mana: --
              Attack: Rapier +8 (damage 1d6+7, dual wielding), Main Gauche +8 (damage 1d6+5, dual wielding)
              ---
              Equipment: Backpack, traveler's garb, waterskin, rapier, main gauche, (goalie) mask, light leather armor.

              As a bodyguard to the dark elf ambassador to Wolfsburg, Morrigan knew all about paranoia. Her people are regarded with suspicion at the best of times, and the threat of assassination haunted her every step. Alas, the ambassador chose to stand and fight the zombie horde. Morrigan alone survived. Now, far from home, and suffering from the loss of honor that died with the ambassador, Morrigan begins her new life, where her fellow survivors have learned to see past their prejudices and appreciate the advice and sword arm this skilled veteran offers.

              (Goalie) Mask
              This combat mask grants a +4 armor bonus to a survivor against one attack of the survivor's choice. It breaks afterwards.
              ----------------------------------------------------------------------------------------------------------------------------
              Last edited by Icarus; 18th December 2016, 08:34 PM.
              [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
              [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
              [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

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              • #22
                Re: DRAGON AGE STUFF: Characters, Creatures, etc. NEW: ZOMBICIDE in AGE! (Suvivors 'n' Zombies) (Par

                Magical Staves for Mages

                Inspired both by Kot's and Byron D. Molix's (Mystara AGE) works on magic items, here's a quick update with four magic staves for Dragon Age.

                -----------------------------------------------------------------------------------------------------------------------------------------------------



                Final Reason
                This staff was held by several senior conjurers of the Circle Tower, passed down from old master to new. Errant students learned to fear it, for when all other forms of discipline failed, the Final Reason would produce obedience at the cost of significant pain and discomfort.

                The range of the arcane lance power used with this staff increases by 50% (so, range 24 for a regular arcane lance or range 36 for a long lance). Any arcane lance made with this staff deals +2 physical damage and uses of the Imposing Spell stunt cost 3 SP instead of 4.

                Weapon Type: Silverite staff; Minimum Strength: -; Talent Level Bonus: One level; Focus Benefit: Yes; Attack Bonus: No; Damage Bonus: No.
                -----------------------------------------------------------------------------------------------------------------------------------------------------



                Call of the Inferno
                This staff was discovered in an urn in the Forbidden Chamber under Vigil's Keep during the chaos following the end of the Fifth Blight. It is always hot to the touch.

                This staff provides a +1 bonus to the casting and Spellpower of Fire-based Primal spells. Any arcane lance made with this staff deals +3 damage and sets the target on fire if the Dragon Die is 5 or better. The bearer ignores 6 damage from fire while holding the staff and the staff flares into flame when striking targets for an additional +3 fire damage.

                Weapon Type: White steel staff; Minimum Strength: -; Talent Level Bonus: One level; Focus Benefit: Yes; Attack Bonus: No; Damage Bonus: No.
                -----------------------------------------------------------------------------------------------------------------------------------------------------



                Winter's Breath
                The core of this staff contains enchanted ice that never melts. It's said that is what fuels this powerful magical tool. It was recovered from a rage demon in the Warden's Keep in Ferelden during the Fifth Blight.

                This staff provides a +1 bonus to the casting and Spellpower of Water- or Cold-based Primal spells. Any arcane lance made with this staff is forceful like a wave, and the user can use the Knock Prone stunt for 1 SP instead of 2 when making an arcane lance attack. The bearer ignores 6 damage from cold or ice while holding the staff and the staff freezes enemies it hits for an additional +2 penetrating cold damage.

                Weapon Type: Dragonbone staff; Minimum Strength: -; Talent Level Bonus: One level; Focus Benefit: Yes; Attack Bonus: No; Damage Bonus: No.
                -----------------------------------------------------------------------------------------------------------------------------------------------------



                Lightning Rod
                The woman who first hefted this staff was struck by lightning. The staff survived, the mage didn't, but the lightning power became forever imbued in the item.

                This staff provides a +1 bonus to the casting and Spellpower of all Lightning-based Primal spells. The bearer ignores 6 damage from lightning damage while holding the staff and the staff does an additional +2 penetrating damage on a successful arcane lance or physical strike.

                Weapon Type: Dragonbone staff; Minimum Strength: -; Talent Level Bonus: One level; Focus Benefit: Yes; Attack Bonus: No; Damage Bonus: No.
                -----------------------------------------------------------------------------------------------------------------------------------------------------
                Last edited by Icarus; 20th December 2016, 09:33 PM.
                [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
                [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
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                • #23
                  Re: DRAGON AGE STUFF: Characters, Creatures, etc. NEW: FOUR MAGIC STAVES for Mages

                  Lyrium Warrior

                  Do you guys like Fenris, from DA2? I do. So, here's my version of Fenris' specialization, the Lyrium Warrior.

                  Lyrium Warrior Specialization

                  Classes: Rogue or Warrior (note: GMs deciding that specializations are always class-exclusive must place this among Warrior specs)
                  Requirement: You must have Constitution and Willpower 3 or higher.
                  Tattooed with lyrium and fueled by will, you are an unnerving foe and an invaluable ally on the battlefield.

                  Novice: You can fade into a wraithlike state and become difficult to track on the battlefield. With an activate action, you can enter Lyrium Ghost mode. This grants you a +1 bonus to Defense and a +1 bonus on Magic tests to resist spells and other magical attacks. You can end Lyrium Ghost mode with a free action.

                  Journeyman: You can channel energy from the Fade into your weapons (including unarmed attacks) through your lyrium tattoos. While in Lyrium Ghost mode, your melee attacks count as magical and you deal penetrating damage with the Pierce Armor stunt (this stunt usually reduces armor effectiveness to one-half but you can ignore it altogether).

                  Master: You can overload your body with magic power and then release it violently through your tattoos. While in Lyrium Ghost mode, you can perform the Spirit Pulse stunt for 4 SP. You flare with dark energy, lashing foes with a blast of spiritual force that causes 1d6 penetrating damage to all enemies within 8 yards of you.
                  Yeah, I know, in the game it's called "Tevinter Fugitive" but hey, not ALL escaped Tevinter slaves are infused with lyrium!

                  Fenris is a great warrior...



                  ... That can deal penetrating damage...



                  ... And use the Spirit Pulse stunt!



                  Lyrium tattoos are stylish and hella painful to craft.

                  Last edited by Icarus; 20th December 2016, 10:08 PM.
                  [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
                  [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
                  [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

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                  • #24
                    Re: DRAGON AGE STUFF: Characters, Creatures, etc. NEW: Lyrium Warrior spec! Four new magic staves!

                    Personally I think that those staves are pretty cheap for the amount of stuff they do. If they did have values I'd probably not have any of them cost less than 30 gp, considering they boost Armor Rating by 6 in specific situations (even against a specific damage type that is pretty phenomenal), they all boost damage, two of them reduce the cost of stunts, and some add extra effects to Arcane Lances. That's a lot of power in those staves!

                    I'd recommend increasing the prices if you want to add these to the RPG. (I know you said that they aren't "real prices" so this is all a suggestion)
                    If you enjoy the AGE system you might enjoy our podcast, The Adventure Game Engine Interest Series (The AGEIS)! Formerly known as the Wonders of Thedas, we talk about all iterations of the AGE system from Dragon Age to the Expanse! We do actual plays as well as discussion episodes where we take listener questions, feature fan creations, and share news about the AGE systems! Step through the portals to see the many worlds they hide!

                    You can follow us on Facebook and Twitter, listen to us on Soundcloud, Apple Podcasts, Google Play, Spotify, and other places you get podcasts! You can contact us through our social media, Soundcloud, or by emailing us at ageipodcast@gmail.com !

                    Comment


                    • #25
                      Re: DRAGON AGE STUFF: Characters, Creatures, etc. NEW: Lyrium Warrior spec! Four new magic staves!

                      Originally posted by Kot the Protector View Post
                      Personally I think that those staves are pretty cheap for the amount of stuff they do (...) I'd recommend increasing the prices if you want to add these to the RPG. (I know you said that they aren't "real prices" so this is all a suggestion)
                      You're right. It appears the DA wikia trolled me, so I removed the value line from the staves. I went back and checked the actual prices (the value I had before was the selling value, the price a merchant would pay you to get the item). The correct prices in the game to buy them are...

                      Final Reason: 6G 37S 50C
                      Winter' Breath: 124G 50S
                      Call of the Inferno: 62G 10S
                      Lightning Rod: 48G
                      Sometimes I simply open up the wiki and use the cost items have in the games. But that is not a perfect match and... Well, let's face it, the game wasn't written for magic items to have a price so maybe that line wasn't such a good idea... I mean, the price should be whatever is necessary for the story at that point, right?

                      EDIT/IDEA 1:

                      I'm very cheap with treasure, so 6 GP in my game is a real fortune. And that adds to the feeling of importance the players have in the world - they feel really important when they're able to spare a sovereign, because I make a point of showing that in this world that's a lot of money. Just think about it: the cost to feed a family of SIX people with full tavern meals three times a day for a MONTH is about 1G 35S. You guys could talk about it in the podcast, what do you say? (Sorry if it's been done, I'm not up to date yet.)

                      EDIT/IDEA 2:

                      I don't think these staves are that powerful... In my games mages have a real hard time dealing damage to opponents (I'm a strategy freak, my players avoid combat against intelligent enemies at all costs because... well, they're intelligent and usually go down the rout of "kill the emissary", so mages suffer a lot...)
                      Overall, in my games, combat is always Nightmare difficulty. Don't you think sometimes mages simply don't deal as much damage as they should? Anyway, these staves are all mid- to end-game items, so they're supposed to be powerful. (Hey, you guys could talk about that in the podcast too!)
                      Last edited by Icarus; 15th August 2017, 02:12 PM.
                      [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
                      [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
                      [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

                      Comment


                      • #26
                        Re: DRAGON AGE STUFF: Characters, Creatures, etc. NEW: Lyrium Warrior spec! Four new magic staves!

                        Originally posted by Icarus View Post
                        You're right. It appears the DA wikia trolled me, so I removed the value line from the staves. I went back and checked the actual prices (the value I had before was the selling value, the price a merchant would pay you to get the item). The correct prices in the game to buy them are...



                        Sometimes I simply open up the wiki and use the cost items have in the games. But that is not a perfect match and... Well, let's face it, the game wasn't written for magic items to have a price so maybe that line wasn't such a good idea... I mean, the price should be whatever is necessary for the story at that point, right?

                        EDIT/IDEA 1:

                        I'm very cheap with treasure, so 6 GP in my game is a real fortune. And that adds to the feeling of importance the players have in the world - they feel rally important when they're able to spare a sovereign, because I make a point of showing that in this world that's a lot of money. Just think about it: the cost to feed a family of SIX people with full tavern meals three times a day for a MONTH is about 1G 35S. You guys could talk about it in the podcast, what do you say? (Sorry if it's been done, I'm not up to date yet.)

                        EDIT/IDEA 2:

                        I don't think these staves are that powerful... In my games mages have a real hard time dealing damage to opponents (I'm a strategy freak, my players avoid combat against intelligent enemies at all costs because... well, they're intelligent and usually go down the rout of "kill the emissary", so mages suffer a lot...)
                        Overall, in my games, combat is always Nightmare difficulty. Don't you think sometimes mages simply don't deal as much damage as they should? Anyway, these staves are all mid- to end-game items, so they're supposed to be powerful. (Hey, you guys could talk about that in the podcast too!)
                        I appreciate all the podcast ideas!

                        And they would definitely be good staves for end game stuff. If they work for your game you should definitely use them!
                        If you enjoy the AGE system you might enjoy our podcast, The Adventure Game Engine Interest Series (The AGEIS)! Formerly known as the Wonders of Thedas, we talk about all iterations of the AGE system from Dragon Age to the Expanse! We do actual plays as well as discussion episodes where we take listener questions, feature fan creations, and share news about the AGE systems! Step through the portals to see the many worlds they hide!

                        You can follow us on Facebook and Twitter, listen to us on Soundcloud, Apple Podcasts, Google Play, Spotify, and other places you get podcasts! You can contact us through our social media, Soundcloud, or by emailing us at ageipodcast@gmail.com !

                        Comment


                        • #27
                          Re: DRAGON AGE STUFF: Characters, Creatures, etc. NEW: Lyrium Warrior spec! Four new magic staves!

                          Have you thought of doing the stats for Sketch from Leliana's song? He's interacting with my PCs and I could really use them!

                          Comment


                          • #28
                            Re: DRAGON AGE STUFF: Characters, Creatures, etc. NEW: Lyrium Warrior spec! Four new magic staves!

                            Originally posted by Parsival View Post
                            Have you thought of doing the stats for Sketch from Leliana's song? He's interacting with my PCs and I could really use them!
                            Hey! Great idea! I'll probably have to play Leliana's Song again but I'll probably do it sometime during these two next weeks. Check back often (it may not appear on the heading on the thread's page, but you'll find it for sure on the first post).

                            EDIT: Actually, done! Check below :P
                            Last edited by Icarus; 23rd December 2016, 02:41 PM.
                            [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
                            [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
                            [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

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                            • #29
                              Re: DRAGON AGE STUFF: Characters, Creatures, etc. NEW: Lyrium Warrior spec! Four new magic staves!

                              Leliana's Song



                              Leliana's Song is a prequel DLC for Dragon Age: Origins that explores Leliana's back-story in greater detail. It includes fully voiced cutscenes and includes a reward item, the Battledress of the Provocateur, that once attained transfers to both existing saved games and new games of Dragon Age: Origins and Dragon Age: Awakening. Leliana's Song was originally announced by BioWare at E3 2010 on June 16th and was subsequently released on July 6th.

                              Below you'll find stats for the Battledress and Leliana's three companions. I won't stat Leliana herself, as you may find her stats elsewhere here in the forums.

                              -----------------------------------------------------------------



                              TUG
                              "Don't you worry, I'm right behind you."
                              Background: Surface Dwarf (Constitution +1, Strength +1, Courage, Stamina), can speak and read Dwarven and the Trade Tongue
                              Class and Level: Warrior 10
                              ---
                              Communication: 2 (Deception, Oratory); Constitution*: 5 (Drinking, Stamina); Cunning: 1; Dexterity*: 4 (Brawling); Magic: 0; Perception: 2 (Seeing, Tracking); Strength*: 4 (Axes, Climbing, Heavy Blades, Might); Willpower: 3 (Courage)
                              ---
                              Stunt Bonuses: Defensive Stance (1 sp), Dual Strike (3 sp), Lightning Attack (2 sp when dual wielding but attack must be made with off-hand weapon), Threaten (1 sp)
                              Talents: Armor Training (M), Dual Weapon Style (M), Unarmed Style (N), Weapon and Shield Style (M)
                              Weapon Groups: Axes, Bows, Brawling, Heavy Blades, Light Blades, Staves
                              Tug doesn't have a specialization, so he gets three additional talent degrees.
                              ---
                              Speed: 9 (12 without armor); Defense: 14 (17 with shield); Armor: 7
                              Health: 115; Mana: --
                              Attack: Tug's Edge +6 (damage 2d6+4, major action) and shield +6 (damage 1d6+3, improvised weapon, minor action)
                              ---
                              Equipment: Backpack, traveler's garb, waterskin, Tug's Edge, heavy mail armor, medium shield, 3d6+50 silver pieces.

                              Tug's Edge
                              A heavy weapon, the plain blade contrasted by a small disc of deeply engraved gold bound into the grip. It is probably a family crest, but it doesn't look dwarven, and Tug has never dwelled on his past.

                              Weapon Type: Battle axe; Minimum Strength: 1; Talent Level Bonus: No; Focus Benefit: No; Attack Bonus: No; Damage Bonus: No; Other Benefits: This axe ignores 1 point of armor when striking an armored foe (this also applies to foes with natural armor).
                              Tug is brash, cunning, uncomplicated – an excellent frontline thug who doesn't ask questions and knows when he should leave the planning to someone else. Fiercely loyal to his friends, even as he gives them a hard time. A strange fit to follow a bard, although he'd claim there's no better view.

                              Tug bears a Casteless brand but is unlike other casteless dwarves. His family in Orzammar, if he has any left, is untraceable.


                              -----------------------------------------------------------------



                              SILAS CORTHWAITE
                              "If I can end this, I hope to serve the Chantry. They will already know my good intentions."
                              Background: Fereldan Freeman (Constitution +1, Strength +1, Animal Handling, Courage), can speak and read the Trade Tongue
                              Class and Level: Warrior 10
                              ---
                              Communication: 2 (Animal Handling); Constitution*: 4 (Running, Stamina); Cunning: 2 (Military Lore, Religious Lore); Dexterity*: 4 (Brawling); Magic: 0; Perception: 2 (Hearing, Tracking); Strength*: 5 (Axes, Heavy Blades); Willpower: 2 (Courage, Faith)
                              ---
                              Stunt Bonuses: Defensive Stance (1 sp), Dual Strike (3 sp), Lightning Attack (2 sp when dual wielding but attack must be made with off-hand weapon), Threaten (1 sp)
                              Talents: Armor Training (M), Dual Weapon Style (M), Unarmed Style (N), Weapon and Shield Style (M)
                              Weapon Groups: Axes, Bows, Brawling, Heavy Blades, Light Blades, Staves
                              Silas doesn't have a specialization, so he gets three additional talent degrees.
                              ---
                              Speed: 11 (14 without armor); Defense: 14 (17 with shield); Armor: 7
                              Health: 105; Mana: --
                              Attack: Longsword +7 (damage 2d6+5, major action) and shield +6 (damage 1d6+4, improvised weapon, minor action)
                              ---
                              Equipment: Backpack, traveler's garb, waterskin, longsword, medium shield, heavy mail armor, 3d6+50 silver pieces.

                              Silas was a rebel soldier during the Orlesian occupation of Ferelden. Years later, he was hunting on the grounds of Arl Urien of Denerim without permission when Harwen Raleigh captured him and locked him in the dungeons of the Arl's estate. He was there for some months when Leliana finally found him.

                              -----------------------------------------------------------------



                              SKETCH
                              "Denerim doesn't smell great. Can't believe I miss Orlais."
                              Background: Apostate (elf, Willpower +1, Magic +1, Natural Lore), can speak and read the Trade Tongue and speak Elven
                              Class and Level: Mage 10
                              ---
                              Communication: 2; Constitution: 2; Cunning*: 4 (Arcane Lore, Healing, Natural Lore); Dexterity: 2 (Staves, Stealth); Magic*: 5 (Creation, Primal); Perception: 2 (Empathy, Searching); Strength: 0; Willpower*: 4 (Self-Discipline)
                              ---
                              Specialization: Spirit Healer (M)
                              Talents: Chirurgy (N), Lore (N), Creation Magic (M)
                              ---
                              Speed: 14; Defense: 13 (+1 bonus for master degree in Creation Magic); Armor: 0
                              Health: 75; Mana: 95
                              Attack: Arcane lance +5 (damage 1d6+5, range 24, long lance) or quarterstaff +4 (damage 1d6+1) or arcane lance +5 (damage 2d6+5, range 24, cost 2 mana, long lance, power lance)
                              Spellpower: 15 (17 for Creation or Primal spells). Spends 1 less mana to cast Creation spells.
                              Spells: Arcane bolt, arcane shield, flame blast, flaming weapons, group heal, heal, heroic aura, heroic defense, heroic offense, life ward, lightning, revival, shock
                              ---
                              Equipment: Backpack, traveler's garb, waterskin, quarterstaff, 3d6+50 silver pieces.

                              Sketch is a bookish, nervous mage who is frighteningly capable when backed into a corner. Not the adventuring type, but as dangerous as the game of intrigue can be, it is still preferable to a life spent caged by the templars. Sketch despises the Circle of Magi.

                              Sketch appears to have little patience for Leliana's embellishing their past. However, Leliana nonetheless seeks his help regarding messages left by their mutual friend, Tug. Sketch's whereabouts are largely unknown except to his former comrade, but he appears to have made a reputation for himself as someone who sees problems differently and has a unique approach to knowledge and problem solving.


                              -----------------------------------------------------------------
                              Last edited by Icarus; 23rd December 2016, 03:22 PM.
                              [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
                              [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
                              [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

                              Comment


                              • #30
                                Re: DRAGON AGE STUFF: Characters, Creatures, etc. NEW: The Inquisitor's Companions (Part 0.5/4)

                                Dragon Age: Inquisition (Part 1/4)

                                If the stuff I read is to be trusted, I'm about 50% into my first playthrough of Inquisition and I just FEEL the need of start stating these guys. This will be a four-part series so check back often to see your favorites.

                                General Rules
                                Most companion characters are stated as level 10 player characters. Trait choices will be based on story and not necessarily on minmaxing.
                                Cassandra and Varric will probably get templates to represent their former exploits.
                                Leliana, Josephine, Cullen, and others few will be stated as NPCs and not as player characters.
                                The Inquisition itself will be stated as an epic organization alongside other major forces of Thedas (using organization rules).

                                NOTE ABOUT SPOILERS
                                It took me almost 3 years to finally play this game. I probably shouldn't be worried about spoilers but if you haven't played it yet, just know that many build decisions are directly connected to heavy spoilers. So beware before asking 'why' for some of the stats...

                                -----------------------------------------------------------------
                                Warriors
                                -----------------------------------------------------------------



                                THE IRON BULL (Dragon Age: Inquisition)
                                “Also, it's 'THE Iron Bull.' I like having an article at the front. It makes it sound like I'm not even a person, just a mindless weapon, an implement of destruction... That really works for me.”
                                Background: Qunari Beresaad (Strength +2, Leadership, Qun), can speak and read Qunlat and the Trade Tongue, magic vulnerability
                                Class and Level: Warrior 10
                                ---
                                Communication: 2 (Deception, Investigation, Leadership); Constitution*: 4 (Drinking, Stamina); Cunning: 2 (Military Lore, Qun); Dexterity*: 2 (Brawling); Magic: 0; Perception: 1 (Tracking); Strength*: 6 (Axes, Heavy Blades); Willpower: 3 (Courage)
                                ---
                                Specialization: Reaver (M)
                                Stunt Bonuses: Dual Strike (3 sp), Mighty Blow (1 sp when wielding a two-handed weapon), Threaten (1 sp)
                                Talents: Armor Training (J), Unarmed Style (N), Two-Hander Style (M), Weapon and Shield Style (N)
                                Weapon Groups: Axes, Bludgeons, Brawling, Heavy Blades, Light Blades, Spears
                                ---
                                Speed: 11 (12 without armor); Defense: 12; Armor: 4
                                Health: 105; Mana: --
                                Attack: Two-Handed Axe +8 (damage 3d6+6) or Unarmed +4 (damage 1d6+6)
                                ---
                                Equipment: Backpack, traveler's garb, waterskin, longsword, medium shield, two-handed axe, heavy leather armor, 3d6+50 silver pieces.

                                (A note about Iron Bull's background, without spoilers: if you played Inquisition you know Iron Bull is not exactly a Beresaad; however, because of his position as a mercenary leader and because the fact that he mentions a story in the military before changing caste, the Qunari Beresaad actually is the best choice for this character.)

                                The Iron Bull is a one-eyed Qunari mercenary, companion and a pansexual romance option for the Inquisitor in Dragon Age: Inquisition.

                                The Iron Bull was raised in the schools of Par Vollen by the tamassrans. He was big and strong for his age and liked to act as a secondary caregiver for his fellow children. Eventually he was recommended for service on the Qunari-held island of Seheron. According to him, the island was "a sack of cats". Incursions from Tevinter, marauding Tal-Vashoth, and native rebels fighting both sides made life chaotic. After eight years in Seheron, his unit suffered heavy losses and he was reassigned to Orlais to work undercover, ostensibly as a Tal-Vashoth.

                                He worked for the mercenary company Fisher's Bleeders for several years but Fisher was a mediocre commander and he eventually left, taking several of Fisher's men with him, to form his own mercenary company: the Bull's Chargers. Bull uses his mercenaries to gather information on Orlesian nobles, feeding the intelligence to the Ben-Hassrath. Though he still reports to his old masters, time in Orlais led to something of an identity crisis for him.

                                He remains in command of the Bull's Chargers, though spends much of his time drinking, lazing about and overindulging - all clear violations of the Qun. Despite his unusually friendly demeanor and lax attitude to his philosophy, The Iron Bull still has a loyalty to the Qun which dies hard. He doesn't proselytize, but neither does he apologize for his way of life.


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                                CASSANDRA PENTAGHAST (Dragon Age: Inquisition)
                                “One day, they may write about me as a traitor, a madwoman, a fool. And they may be right.”
                                Background: Nevarran Adventurer (Strength +1, Willpower +1, Courage, Jumping), can speak and read the Trade Tongue
                                Class and Level: Warrior 10
                                ---
                                Communication: 0 (Investigation); Constitution*: 3 (Stamina); Cunning: 1 (Military Lore, Religious Lore); Dexterity*: 4 (Brawling, Initiative, Riding); Magic: 3; Perception: 2; Strength*: 5 (Climbing, Jumping, Heavy Blades); Willpower: 3 (Courage, Faith)
                                ---
                                Specialization: Templar (M)
                                Stunt Bonuses: Defensive Stance (1 sp when fighting with weapon and shield), Dual Strike (3 sp), Threaten (1 sp)
                                Talents: Armor Training (J), Dual Weapon Style (N), Single Weapon Style (N), Weapon and Shield Style (M)
                                Weapon Groups: Bludgeons, Bows, Brawling, Light Blades, Heavy Blades, Staves
                                ---
                                Speed: 10 (14 without armor); Defense: 14 (17 with shield); Armor: 8
                                Health: 95; Mana: --
                                Attack: Longsword +7 (damage 2d6+5) or shield bash +6 (damage 1d6+4, improvised weapon)
                                ---
                                Equipment: Backpack, traveler's garb, waterskin, longsword, medium shield, light plate armor, 3d6+50 silver pieces.

                                Cassandra Allegra Portia Calogera Filomena Pentaghast (born 9:03-9:04 Dragon) is a Nevarran of the royal Pentaghast family and Seeker of the Chantry. She began her Seeker training at the fortress of Montsimmard, apprenticed to a senior member named Seeker Byron, where the majority of the focus was on her religious rather than martial education. Though this frustrated her at first, she eventually embraced her studies and excelled. She underwent her vigil at the age of fifteen in a remote castle in the Blasted Hills of Orlais, the youngest Seeker to do so since the Storm Age. Though of noble birth, Cassandra Pentaghast turned her back on a life of wealth and privilege to join the Seekers of Truth. The ancient order serves as a watchful eye over corruption and magical threats, granted ultimate authority in its investigations by the Chantry.

                                Many Seekers abandoned the Chantry in response to the mage rebellion. Cassandra did not join her comrades in this, instead remaining loyal to Divine Justinia and her efforts to restore order in the face of chaos. She is both pious and driven, the sword in the right hand of the Divine, seeking justice above all else.


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                                BLACKWALL (Dragon Age: Inquisition)
                                “At the heart of it, all a Warden is, is a promise. To protect others... even at the cost of your own life.”
                                Background: Free Marcher (Constitution +1, Cunning +1, Bargaining, Deception), can speak and read the Trade Tongue
                                Class and Level: Warrior 10
                                ---
                                Communication: 1 (Bargaining, Deception); Constitution*: 4 (Stamina); Cunning: 2 (Heraldry, Military Lore); Dexterity*: 3 (Brawling, Initiative, Riding); Magic: 0; Perception: 2 (Tracking); Strength*: 5 (Heavy Blades, Lances); Willpower: 4 (Courage)
                                ---
                                Specialization: Champion (M)
                                Stunt Bonuses: Defensive Stance (1 sp when fighting with weapon and shield), Dual Strike (3 sp), Threaten (1 sp)
                                Talents: Armor Training (J), Mounted Combat Style (N), Two-Hander Style (N), Weapon and Shield Style (M)
                                Weapon Groups: Axes, Bludgeons, Brawling, Light Blades, Heavy Blades, Lances
                                ---
                                Speed: 10 (13 without armor); Defense: 13 (16 with shield); Armor: 7
                                Health: 105; Mana: --
                                Attack: Longsword +7 (damage 2d6+5) or shield bash +5 (damage 1d6+4, improvised weapon)
                                ---
                                Equipment: Backpack, traveler's garb, waterskin, longsword, medium shield, heavy mail armor, 3d6+50 silver pieces.

                                Nothing is known of Blackwall prior to his recruitment into the Grey Wardens from the city of Cumberland in 9:17 Dragon, but he is said to be one of the few who chose, of his own accord, to undergo the Joining. He is proud of the lives of isolation and valor those of his order lead. In that isolation, he counsels that you have become something more than yourself. He prefers the life of the Warden to any other.

                                Note: Keeping information short here to avoid spoilers
                                Last edited by Icarus; 19th January 2017, 04:32 AM.
                                [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
                                [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
                                [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

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