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  • #61
    Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: Optional Rules Document?

    Background: With a detailed background of your character you may choose one secondary Focus to start off with that reflects your background.

    Armor values: Light leather 1, Heavy leather 2, Light mail 3, Heavy mail 4, Light plate 5, Heavy plate 6. Unique materials may increase these values by 1-2 points.

    Mana: Willpower times your level.

    Stamina: Cunning times your level.

    Blood Magic: Minor action you can inflict pain on yourself dealing 1d3 + strength damage.

    Rogues: Gain one weapon talent at first level.

    Composite Bows: Each point of strength added raises the bows requirement, but also grants the bow that number in range increment.

    Identifying Magic: Magic (Specific school) combined with Cunning (Arcane lore) advanced tests.

    Music: Novice (+1 performance), Journeyman (+2 performance), Master (+3 performance).

    Blood Magic: Requirements Focus (blood). Novice (You may boil the blood in someone withing 12 squares of you with line of sight. Causing them to feel hotter and sickly. Journeyman (Gain one blood spell, and reduce the cost of all blood spells you cast by 1.) Master (Gain one blood spell, and Lethal (blood) spells cost 1 less stunt point for you.)
    The Untouchable, the Avenger.

    Comment


    • #62
      Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: New Optional Rules

      Originally posted by Icarus View Post
      Guys.

      I'm thinking about collecting all optional rules and ideas present here in the forums into a "Dragon Age Hacked" document. Essentially, it would be a collection of optional rules and rules expansions for GMs to use and get inspiration from. I started collecting my own house rules into a document today, but I'm willing to put stuff from others.

      What do you guys think?
      If you like, you are welcome to include my rules for Red Lyrium corruption and the corresponding Red Lyrium adversary stats. Please credit me where appropriate, though, as A.P. Klosky.

      Comment


      • #63
        Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: Optional Rules Document?

        Originally posted by Kot the Protector View Post
        I’d love to see both Icarus and Alervelve’s stuff, and put it in the show and on our blog so we have it all in one place! With your permission, of course.
        Consider this my permission

        Originally posted by Alurvelve View Post
        Background: With a detailed background of your character you may choose one secondary Focus to start off with that reflects your background.

        Armor values: Light leather 1, Heavy leather 2, Light mail 3, Heavy mail 4, Light plate 5, Heavy plate 6. Unique materials may increase these values by 1-2 points.

        Mana: Willpower times your level.

        Stamina: Cunning times your level.

        Blood Magic: Minor action you can inflict pain on yourself dealing 1d3 + strength damage.

        Rogues: Gain one weapon talent at first level.

        Composite Bows: Each point of strength added raises the bows requirement, but also grants the bow that number in range increment.

        Identifying Magic: Magic (Specific school) combined with Cunning (Arcane lore) advanced tests.

        Music: Novice (+1 performance), Journeyman (+2 performance), Master (+3 performance).

        Blood Magic: Requirements Focus (blood). Novice (You may boil the blood in someone withing 12 squares of you with line of sight. Causing them to feel hotter and sickly. Journeyman (Gain one blood spell, and reduce the cost of all blood spells you cast by 1.) Master (Gain one blood spell, and Lethal (blood) spells cost 1 less stunt point for you.)
        Love this stuff! Thanks!

        Originally posted by PlatinumWarlock View Post
        If you like, you are welcome to include my rules for Red Lyrium corruption and the corresponding Red Lyrium adversary stats. Please credit me where appropriate, though, as A.P. Klosky.
        Thank you! Everything will be credited to the specific authors, of course

        EDIT
        Hmmm... It seems I'm having problems posting...
        Last edited by Icarus; 21st March 2018, 06:12 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


        • #64
          Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: Optional Rules Document?

          I have a few other Talents that we use in game that increase Health, Mana, or Stamina by 5 per tier. I do the background bonus to try and encourage people to flesh out their characters. The more I know about the character the more I can pull him or her into the campaigns theme and story. Might even give me side adventure ideas or recurring villains.
          The Untouchable, the Avenger.

          Comment


          • #65
            Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: Optional Rules Document?

            Specialist Mages (and Alternative Spell TNs)

            In Dragon Age there are four schools of magic: creation, entropy, spirit, and primal. Blood magic is a fifth, 'secret' school, usually practiced only via a specialization or by some unsavory means. The following optional rules allow mage characters to 'specialize' in one or more schools, gaining bonuses by cutting access from one or more other schools. You'll also find some alternative rules to calculate the target number of spells.

            Creating a Specialist Mage
            A specialist mage is created just as any other mage character, but the player makes the decision to specialize at 1st level (or whenever the GM allows a "re-spec"). To specialize, you must give up access to one or more schools of magic (and the relevant talent); for each school you lose access to, you gain a +1 bonus to all spellcasting rolls for the schools you kept and a new spell (on one of the schools you kept, obviously). It is not possible to select blood magic as a specialization school or as a barred school.

            There is a single exception to the spell access limit of a specialist mage: all mages can cast spells gained from specializations, even if the spell is from a barred school. The specialization bonus doesn't apply (unless the spell is from a school the mage specializes in, of course). However, if the spell gained from a specialization requires another spell (that the mage can't cast) as prerequisite, then the specialist mage won't be able to cast it (but there is no such spell in the Dragon Age Core Rulebook - all specialization spells in the book require only ranks in the specialization talent).

            For example: Keili is a devout Circle mage apprentice. She believes that magic is a curse, and fears herself for it. She avoids all kinds of 'evil' magic and specializes in healing and manipulating basic elements (the Ferelden Circle of Magi is surprisingly combative). She specializes in the Creation and Primal schools, but has no access to Entropy and Spirit. She gains two new spells (creation or primal spells only) and a +2 bonus to cast all creation and primal spells. Later she becomes a Force Mage. She will be able to cast force mage spells, even if they are spirit spells (one of her barred schools). However, she won't receive any bonuses to cast these spells.

            Specialist Ideas

            Arcanist
            Generalists who specialize in creation, spirit, and primal spells. They gain one new spell (creation, spirit, or primal only) and a +1 bonus to all rolls to cast creation, spirit, and primal spells, but can't choose entropy spells or take the Entropy Magic talent.

            Witch
            Mostly apostate mages and hailing from old traditions predating the Circle, witches (or warlocks) specialize in entropy and primal spells. They gain two new spells (entropy or primal only) and a +2 bonus to all rolls to cast entropy and primal spells, but can't choose creation or spirit spells or take the Creation Magic or Spirit Magic talents.

            War Mage
            War mages are combative mages specializing in magic that is useful on the battlefield, such as spirit and primal spells.They gain two new spells (spirit or primal only) and a +2 bonus to all rolls to cast spirit and primal spells, but can't choose creation or entropy spells or take the Creation Magic or Entropy Magic talents.

            Curser
            Unmatched masters of the dark arts, cursers specialize in entropy spells. They gain three new entropy spells and a +3 bonus to all rolls to cast entropy spells, but can't choose creation, spirit, or primal spells and can't take the Creation Magic, Spirit Magic, or Primal Magic talents.

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

            Bonus: Alternative Spell TN Rules

            To be completely honest, I think the spell target numbers in Dragon Age are a bit of a mess. Also, I believe that some spell TNs are too high. I do understand why the game was designed that way, I just don't like it and changed it in my games.

            Basically, all spells in our games have a base TN 11. Add +2 to the target number of the spell for each prerequisite spell or talent rank it has.

            So, heal (a basic spell without prerequisites) is a TN 11 spell. On the other hand, arcane shield is a TN 13 spell (base 11, plus 2 for one prerequisite - arcane bolt) and decompose spell is a TN 15 spell (base 11, plus 4 for the Entropy Magic, Journeyman, prerequisite). Inferno would be a TN 17 spell (base 11, plus 6 for the prerequisites fireball, flaming weapons, and flame blast) and large animal form would be a TN 15 spell (base 11, plus 4 for the Shapeshifter, Journeyman, prerequisite)... And so on.

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

            Bonus 2: Spells as Rituals

            Since the number of spells a character can master in Dragon Age is fairly small, in my games I turned several utilitarian spells into rituals and also created specific rituals to emulate parts of the game where mages do things beyond spending mana to create a limited effect. Rituals go beyond the effects of spells and can be hard to learn but create truly miraculous effects - the secrets detailed in the fabled Flemeth's Grimoire are said to unlock even the secret to eternal life!

            Speaking of grimoires, they're very important to the ritualist mage. A mage's grimoire is a mix of recipe book, diary, and spell registry. Mages usually guard their grimoires jealously.

            Optional: Some GMs may want to limit access to rituals to mages with a specific talent. If so, to learn a ritual, the mage needs ranks in the Ritual Magic talent. I do not use this option in my games.

            Ritual Magic (talent)
            Classes: Mage
            Requirement: You must have the Cunning (Arcane Lore) focus.
            You are skilled in performing rituals.
            Novice: You learn any one spell as a ritual. You can learn rituals with TN 13 or less.
            journeyman: You learn any two spells as rituals. You can learn rituals with TN 17 or less.
            Master: You learn any three spell as rituals. You can learn rituals without limit to the TN.
            Performing a Ritual
            A ritual is an advanced test (DA:RPG Core, p. 213) using Cunning (Arcane Lore) with TN determined by the GM equal to the base spellís TN and success threshold equal to the spellís mana cost. The mage doesnít pay any mana to perform a ritual, but he may need materials to empower the ritual Ė especially lyrium. Each check takes 15 seconds (one round).

            Ritual Costs
            A ritual usually requires special materials (that can be very expensive or only obtained in quests and aventures) or other power source - as a blood sacrifice. This is obviously a grisly use of blood magic with all the problems it entails.
            Monetary cost: 10 times the mana cost of the spell, in silver
            Blood cost: 5 times the mana cost of the spell, in Health. A sacrifice (who must die) contributes with twice its own full Health.
            Last edited by Icarus; 14th May 2019, 02:57 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


            • #66
              Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: Specialist mages, magic ritua

              From the Multiverse...

              RECORD OF LODOSS WAR HEROES



              Some new stats: the heroes of the original Record of Lodoss War.
              For these characters I used the rules in the core rulebook; but instead of using the relevant backgrounds (since they don't apply in the Lodoss setting), I broke the background trait down to its benefits and applied to the characters. So:

              Freeform Backgrounds
              - Characters are built choosing 10 ability advancements or rolling for ability scores as normal (group choice; I apply 10 ability advancements in my games)
              - Apply six 'background benefit' advancements; use the backgrounds in the core book to get ideas. The basic costs are:
              (2 advancements cost) +1 to an ability score; can be taken twice.
              (1 advancement cost) weapon group, focus, or language.
              For the most part, I tried to reproduce the official backgrounds with these rules. You'll notice Parn as a Fereldan Freeman, Deedlit as an Elf Apostate and Ghim as a Low-Born Dwarf, for example.

              For the character's levels, I used an average of level 6, reducing or increasing their levels based on their overall experience, importance to the story and the powers and skills shown in the comics. So, I feel these are appropriate levels for these heroes at the end of The Grey Witch comic.

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

              Parn
              ---
              Background Benefits: Freeman (Constitution +1, Willpower +1, Riding, Courage)
              Class and Level: Warrior 5
              ---
              Communication: 3 (Leadership); Constitution*: 3; Cunning: 1 (Military Lore); Dexterity*: 3 (Brawling, Riding)
              Magic: 0; Perception: 1 (Hearing); Strength*: 3 (Heavy Blades); Willpower: 2 (Courage)
              ---
              Weapon Groups: brawling, bows, heavy blades, spears
              Specialization: None
              Stunt Bonuses: Dual Strike (3 sp), Mighty Blow (1 sp when wielding a two-handed weapon)
              Talents: Amor Training (J), Two-Hander Style (J), Weapon and Shield Style (N); increase weapon talent ranks by one when wielding the Holy Sword of Falis
              ---
              Speed: 10 (13 without armor); Defense: 13 (15 wielding the Holy Sword of Falis); Armor: 7
              Health: 62; Mana: N/A
              Attack: Holy Sword of Falis +8 (damage 2d6+7)
              ---
              Equipment: backpack, traveler's garb, bastard sword, Falis' Sword, Tessius' armor (heavy mail)

              Parn grew up in a more or less peaceful village, with the only real concern being a nearby goblin tribe. As a child, he was ostracised by the others, because his father had a black mark against his name (although the details are never discussed), and was killed in a war with the country of Flaim before his name could be restored.
              Growing up, Parn idolized his father, remembering him as a great man, despite what the others had to say about him and knowing him only as a man of honor. Never knowing the circumstances of his father's fall from grace, he knew his father only as a kind and gentle man with a warrior's spirit.
              Parn had a best friend by the name of Etoh, who left the village to become a priest of Falis, the Supreme God, a couple of years before the story begins. He was also a good friend with the mayor's daughter, and may have even been childhood sweethearts with her, although this is only implied.
              The truth of his father was revealed upon meeting King Fahn. His infant daughter was kidnapped and held for ransom. Due to power conflicts Fahn could not authorize a rescue effort because he was in deep negiotiations with an unrevealed third party. Parn's father offered to go save the princess, even knowing that Fahn would declare him an outlaw so as not to violate the terms of the ransom.
              Parn is a Free Knight, a knight not bound to any kingdom but to the service of justice. Together with his love Deedlit he travels the world helping causes and plights wherever he encounters him. He wields Falis' sword after his death.


              Holy Sword of Falis (Falis' Sword)

              The Holy Sword of Falis is a weapon of immense power. This bastard sword was once held by King Fahn of Valis, and is heavily enchanted. The sword is said to have been "touched by the breath of Falis", though when this occurred is not know. What is know is that this sword is the opposing sword of the Demon Sword Soul Crusher. When the two weapons get within 6 miles (10 kilometers) of each other, both swords glow and shimmer brightly (the Sword of Falis glowing brilliant white).

              Weapon Type: Silverite bastard sword; Minimum Strength: 0; Talent Level Bonus: One level; Focus Benefit: Yes; Attack Bonus: +3; Damage Bonus: +3; Other Benefits: Wielder is under a constant heroic aura spell (+2 Defense) if level 10 or less; the effect change to that of a heroic defense spell (+5 Defense and +2 armor) at level 11 and above. These effects stack with actual castings of heroic aura (but not heroic defense).
              ----------------------------------------------------------------------------------------

              Deedlit
              ---
              Background: High Elf Shaman (+1 Willpower, +1 Dexterity, Natural Lore, Speak Elven)
              Class and Level: Mage 7
              ---
              Communication: 2; Constitution: 1; Cunning*: 2 (Arcane Lore, Natural Lore); Dexterity: 4 (Light Blades)
              Magic*: 4 (Creation, Spirit); Perception: 1 (Tracking); Strength: 1 (Jumping); Willpower*: 3
              ---
              Weapon Groups: brawling, light blades, staves
              Specialization: Arcane Warrior (N)
              Stunt Bonuses: Spell Lance (3 sp)
              Talents: Creation Magic (J), Linguistics (N), Spirit Magic (N)
              ---
              Speed: 16; Defense: 14; Armor: 0
              Health: 51; Mana: 62
              Attack: Dar'misu (elven short sword) +6 (1d6+3 damage)
              Spells: grease, heroic aura, heroic aura, heroic offense, spell wisp, spellbloom, stinging swarm
              ---
              Equipment: backpack, traveler's garb, dar'misu (elven short sword)

              Deedlit is a High Elf from the Faery Realm. She has a great appreciation for nature, and her magic always exhibits elemental forces, such as wind and water. She also wields a thin elven sword. She can be incredibly fast and can match the attacks of dark elves like Pirotess.
              Despite her occasional haughtiness (especially to Ghim), Deedlit is quite knowledgeable, always cautioning her comrades of potential dangers. She also has a fascination with and affection for Parn, and it greatly frustrates her when he doesn't seem to return her attention. Throughout the ambiguous development of their relationship she remains loyal to him and stays by his side regardless.
              As a High Elf, Deedlit possesses eternal life, making her a target for the dark wizard Wagnard, who requires a High Elf sacrifice to complete the ritual to revive the goddess of darkness, Kardis.


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

              Ghim
              ---
              Background: Miner Dwarf (Communication +1, Constitution +1, Might, Stamina, magic resistance)
              Class and Level: Warrior 8
              ---
              Communication: 1; Constitution*: 5 (Stamina); Cunning: 2 (Engineering); Dexterity*: 2 (Brawling, Crafting)
              Magic: 0; Perception: 2 (Searching); Strength*: 4 (Axes, Climbing, Might, Smithing); Willpower: 3 (Courage)
              ---
              Weapon Group: brawling, axes, bludgeons, bows, spears
              Specialization: None (two extra talent degrees)
              Stunt Bonuses: Dual Strike (3 sp), Mighty Blow (1 sp when wielding a two-handed weapon), Threaten (1 sp)
              Talents: Armor Training (M), Thrown Weapon Style (N), Two-Hander Style (J), Unarmed Style (N), Weapon and Shield Style (N)
              ---
              Speed: 7 (10 without armor); Defense: 12; Armor: 7 (applies one-half against penetrating damage)
              Health: 98; Mana: N/A
              Attack: Ghim's Axe +7 (2d6+7 damage)
              ---
              Equipment: backpack, traveler's garb, heavy mail, Ghim's Axe (silverite battle axe)

              Ghim is a dwarf warrior who wields a doubleheaded axe. Seems to blame himself for the disappearance of the priestess Leylia, and it's usually up to his good friend Slayn to give him reassurance in one form or another. Then, when Karla appears, Ghim recognizes the face as Leylia's.
              Realizing that Leylia has been possessed, Ghim ultimately sets out alone to challenge Karla and free Leylia from the Grey Witch's control. Fortunately for him, Ghim will not stand alone in this fight, even if that's not what he wants. In the face of Karla's awesome power, it is this team effort that finally allows Ghim to free Leylia from Karla's dreaded circlet, an act which would prove to be his final and redeeming act.


              Ghim's Axe

              The dwarven waraxe wielded by the hero Ghim is a silverite battle axe of great renown.

              Weapon Type: Silverite battle axe; Minimum Strength: -1; Talent Level Bonus: One level; Focus Benefit: Yes; Attack Bonus: +1; Damage Bonus: +3; Other Benefits: N/A.
              ----------------------------------------------------------------------------------------

              Etoh
              ---
              Background: Priest of Falis (Magic +1, Willpower +1, Healing, Religious Lore)
              Class and Level: Mage 4
              ---
              Communication: 2 (Persuasion); Constitution: 2; Cunning*: 2 (Healing, Religious Lore); Dexterity: 1 (Staves)
              Magic*: 3 (Creation); Perception: 1; Strength: 1; Willpower*: 3 (Faith)
              ---
              Weapon Groups: brawling, staves
              Specialization: None
              Stunt Bonuses: Spell Lance (3 sp)
              Talents: Chirurgy (N), Creation Magic (N)
              ---
              Speed: 11; Defense: 11 (12 with shield); Armor: 0
              Health: 42; Mana: 36
              Attack: Morningstar +3 (1d6+4 damage)
              Spellpower: 13 (15 for creation spells)
              Spells: glyph of paralysis, glyph of repulsion, glyph of warding, heal, rejuvenate
              ---
              Equipment: backpack, traveler's garb, holy symbol of Falis, morningstar, small shield, priest's robes

              Etoh and Parn have been friends since childhood. While Parn stayed in the village, Etoh left to enter the clergy. Currently just a novice, he still has learned a number of the ways of the Priests of Falis, God of Light. He has a limited capacity to heal wounds and can speak in an ancient tongue as a sign of authenticity.
              Etoh is friendly and helpful as well as devoted to his religious duty, and in the end, he realizes what he must do: even as Slayn and Leylia have their own foes to face, so too must Etoh face his so that Parn may succeed.


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

              Slayn
              ---
              Background: Sage (Magic +1, Cunning +1, Arcane Lore, Historical Lore)
              Class and Level: Mage 6
              ---
              Communication: 1 (Investigation); Constitution: 1; Cunning*: 4 (Arcane Lore, Historical Lore, Research); Dexterity: 2 (Staves)
              Magic*: 5 (Entropy, Spirit); Perception: 1; Strength: 0; Willpower*: 3
              ---
              Weapon Groups: brawling, staves
              Specialization: Force Mage (N)
              Stunt Bonuses: Spell Lance (3 sp)
              Talents: Lore (N), Spirit Magic (J)
              ---
              Speed: 12; Defense: 12 (17 with arcane shield); Armor: 0
              Health: 47; Mana: 61
              Attack: arcane lance +5 (1d6+5 damage), quarterstaff +4 (1d6+1 damage)
              Spellpower: 15 (17 for entropy and spirit spells)
              Spells: arcane bolt, arcane shield, daze, fist of the maker, force field, horror, sleep, telekinetic weapons
              ---
              Equipment: backpack, traveler's garb, staff

              Slayn is a soft-spoken but powerful wizard. Slayn's also an old friend of Ghim, and he usually has to calm Ghim down or intervene in some way to curb his fiery temper.
              After Ghim is killed and Leylia is freed, Slayn returns her to the Temple of Marfa. Eventually the two are married and have a daughter "Neese." Eventually he learns from Leylia's mother that Lodoss is about to enter a terrible crisis, and he sets out with Leylia to join Parn and the others in a titanic struggle for the future of their homeland. Their time together will open up new feelings toward each other even as great darkness begins to descend upon the Accursed Island. His and Parn's paths will cross once more, as Parn must reach Marmo before it is too late, even as Slayn must face his own destiny to accomplish this.


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

              Woodchuck
              ---
              Background: Convicted Thief (Dexterity +1, Strength +1, Deception, Hearing)
              Class and Level: Rogue 6
              ---
              Communication*: 2 (Deception); Constitution: 2; Cunning: 2; Dexterity*: 5 (Acrobatics, Legerdemain, Light Blades)
              Magic: 0; Perception*: 3 (Hearing, Searching); Strength: 2 (Climbing); Willpower: 0
              ---
              Weapon Groups: brawling, bows, light blades, staves
              Specialization: Marksman (N)
              Stunt Bonuses: Knock Prone (1 sp when making ranged attacks), Pierce Armor (1 sp), That Makes me Wonder (2 sp)
              Talents: Thievery (N), Thrown Weapon Style (J)
              ---
              Speed: 15; Defense: 15; Armor: 3
              Health: 58; Mana: N/A
              Attack: thrown knife +8 (1d6+2 damage, reload as a free action) or dagger +7 (1d6+3 damage)
              ---
              Equipment: backpack, traveler's garb, set of throwing knives, dagger

              Woodchuck is a thief who is the last member to join Parn's group. Woodchuck has spent 20 years of his life in prison, and laments the loss of those years.
              He certainly knows a lot of the tricks of the skullduggery trade, including loaded dice and knife throwing. He actually makes himself very useful once Parn releases him from the dungeon of Fortress Myce.
              Woodchuck becomes the new host of Karla after Leylia is freed. In the OVA series Woodchuck is taken against his will, but in the manga Woodchuck goes willingly.
              Last edited by Icarus; 29th May 2019, 04:05 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]

              Comment


              • #67
                Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: Optional Rules Document?

                Originally posted by Icarus View Post
                Specialist Mages (and Alternative Spell TNs) ...
                May I include this on our next podcast episode?
                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


                • #68
                  Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: Optional Rules Document?

                  Originally posted by Kot the Protector View Post
                  May I include this on our next podcast episode?
                  Sure! You're always welcome to use anything on this thread, my friend.

                  I also updated that post with the ritual spells rules that were missing for some reason '-'
                  [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


                  • #69
                    Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: Specialist mages, LODOSS WAR!

                    Dragon Age: Knight Errant

                    Dragon Age: Knight Errant is a five-part comic by BioWare and Dark Horse Comics. It tells the story of the elven thief Vaea, who arrives in Kirkwall just in time for the appointment of the city's latest Viscount, Varric Tethras.

                    Honestly? Imho, BEST DRAGON AGE COMIC I'VE READ SO FAR. And I've read all of them :P

                    What do I like about it? Knight Errant shows us something different: a rogue that isn't a killer and wasn't trained in combat, but instead focus on thieving skills; she avoids fights, tries to keep out of sight, and never kills. When forced to fight, she does so defensively, using the surroundings to her advantage and keeping "escape" as her first priority.

                    That made me think: when we play RPGs it's so easy to fall into the trap of creating a combat machine, doesn't matter what kind of concept you originally have for your character. Most abilities in the books are combat-oriented (and that's ok, since the Dragon Age RPG is based on a computer game and those are usually combat-oriented)... but MUST we limit ourselves so in pen-and-paper RPGs?

                    I think not. But GMs and players should try to create and play characters and stories more focused in action without combat. And it's really our fault not doing so, because, let's face it, it's much more simple and easier just place a few thugs in the character's way than creating a series of action scenes without combat. And don't take me wrong: Knight Errant still has its action/combat moments, they're just NOT the first way the characters try to solve things.

                    Anyway, let's go to the stats

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



                    VAEA
                    Rogue 10 / City Elf
                    Background Benefits: Cunning +1, Dexterity +1, Dexterity (Stealth), Perception (Searching), can speak and read the Trade Tongue
                    ---
                    Abilities and Focuses: Communication 3 (Deception, Investigation), Constitution 2 (Running), Cunning 4 (Evaluation), Dexterity 5 (Acrobatics, Legerdemain, Light Blades, Stealth), Magic 0, Perception 3 (Searching), Strength 2 (Climbing, Jumping), Willpower 2
                    ---
                    Combat Stats: Speed 17, Health 80, Defense 15, Armor Rating 3
                    Attacks: Short sword +7 (close, damage 1d6+4) or thrown knife +7 (ranged, damage 1d6+2, range 6/12)
                    ---
                    Class Powers: Backstab, Rogue’s Armor, Starting Talents, Stunt Bonus (Pierce Armor), Bluff, Stunt Bonus (That Makes Me Wonder), Dirty Fighting, Lethality; Weapon Groups: Bows, Brawling, Light Blades, Staves
                    Stunt Bonuses: Pierce Armor (1 sp), That Makes Me Wonder (2 sp)
                    Specialization: Shadow (M)
                    Talents: Contacts (N), Dual Weapon Style (N), Quick Reflexes (J), Scouting (N)
                    ---
                    Equipment: Backpack, travelers garb, short sword, set of throwing knives, light leather armor
                    ---
                    Appearances: Dragon Age: Knight Errant

                    Vaea (born 9:23 Dragon) is the first known Fereldan elven squire, accompanying her knight, Ser Aaron Hawthorne, as he travels throughout Ferelden and abroad. She was raised in the alienage of Edgehall. She survived the Fifth Blight in Ferelden, however the darkspawn destroyed the alianage's walls. At the age of nine, in 9:32, her parents were killed when the elves residing there rebelled against the arl. Living alone, she turned to theft to survive.

                    Four or five years later the elves asked their arl to build sturdier walls around the alienage, but he ordered his soldiers to cut down the elves' Vhenadahl to put them in their place and the following. The conflict escalated with the involvement of the Dalish and the elven casualties were heavy. A knight errant, Ser Aaron Hawthorne, happened to be in Edgehall at the time and managed to prevent further violence and negotiate for the return of the sapling. King Alistair later ordered the newly planted tree to be protected and has forbidden the arl to touch it.

                    The elves there threw Aaron a feast. Their kindness and generosity impressed so much that he took Vaea on as a squire in hopes her successes would be shared with her people.



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



                    SER AARON HAWTHORNE
                    Warrior 10 / Fereldan Freeman
                    Background Benefits: Communication +1, Constitution +1, Communication (Animal Handling), Constitution (Stamina), can speak and read the Trade Tongue
                    ---
                    Abilities and Focuses: Communication 4 (Animal Handling, Performance), Constitution 4 (Stamina), Cunning 1 (Cartography, Navigation), Dexterity 4 (Bows, Brawling, Light Blades, Riding), Magic 0, Perception 2, Strength 4 (Heavy Blades, Intimidation), Willpower 2 (Courage)
                    ---
                    Combat Stats: Speed 13 (14 without armor), Health 105, Defense 14 (16 when fighting with single weapon style), Armor Rating 4
                    Attacks: Longsword +6 (close, damage 2d6+4) or longbow +6 (ranged, damage 1d6+5, range 26/52)
                    ---
                    Class Powers: Starting Talents, New Ability Focus (Riding), New Weapon Group (Staves), Stunt Bonus (Dual Strike), Stunt Bonus (Threaten), Expert Strike; Weapon Groups: Bow, Brawling, Heavy Blades, Light Blades, Staves
                    Stunt Bonuses: Dual Strike (3 sp), Threaten (1 sp)
                    Specialization: Champion (M)
                    Talents: Armor Training (N), Dual Weapon Style (M), Single Weapon Style (M)
                    ---
                    Equipment: Backpack, traveler’s garb, longsword, heavy leather armor, longbow and quiver with 20 arrows, money pouch
                    ---
                    Appearances: Dragon Age: Knight Errant

                    Ser Aaron Hawthorne of Ferelden is a landless travelling Fereldan knight. He travels throughout Ferelden and solves various issues, spinning tales of his travels along the way. He was born in poverty in Portsmouth during the Orlesian occupation of Ferelden. When the Fereldan Rebellion reached Portsmouth he was enlisted as a thief and spy but was really bad at it - he was captured, but managed to defeat his captors in combat, discovering his true talent. Maric was impressed and made him a front-line fighter for the last five years of the war.

                    At 15, Aaron was knighted by King Maric himself after helping to avoid further conflicts with Orlais following the Fereldan Rebellion. As all his family had died during the Orlesian occupation, and he had no lands of his own, Ser Aaron became a wandering knight.

                    During the Fifth Blight, Ser Aaron was among the knights who fought alongside King Cailan in the Battle of Ostagar, and one of the few survivors. There are conflicting stories regarding his role during the battle. Some say that he killed two ogres at once but remained trapped under their bodies until the battle was over, others that he drank too much on the eve of battle and missed the whole fight. According to his squire Vaea, he was with Loghain Mac Tir when he sounded the retreat but disobeyed the orders and raced into the battlefield on his own just in time to see King Cailan killed.

                    One day Aaron found himself in the alienage of Edgehall. The city elves there were being treated harshly by the arl and blood had been spilled. Ser Aaron forced the Arl to stand down. Even though the elves had not much to call their own, they still gave their all to Aaron as thanks. Aaron was so moved by the elves' kindness and generosity that he took one of the elves, a woman named Vaea, as a squire, in hopes her successes would be shared with her people as they travel from town to town, telling tales.
                    Last edited by Icarus; 27th March 2018, 06:09 AM.
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                    • #70
                      Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: Dragon Age: Knight Errant

                      From the Multiverse...

                      These characters use freeform background advancements. You can check the rules for that here.



                      XENA (1st season stats)
                      Yiyiyiyiyiyiyiyiyiyiyiyiyiyiyi!
                      ---
                      Class and Level: Warrior 10
                      Epic Progression: Willpower +3, Constitution +2, Dexterity +2, Communication +1, Cunning +1, Magic +1; focuses: Climbing, Cultural Lore, Leadership, Stealth, Tracking; Health +20; Armor +3; three extra talent degrees)
                      ---
                      Communication: 3 (Animal Handling, Deception, Leadership); Constitution*: 5 (Stamina); Cunning: 3 (Cultural Lore, Healing, Military Lore); Dexterity*: 6 (Acrobatics, Brawling, Riding, Stealth); Magic: 1; Perception: 2 (Tracking); Strength*: 5 (Climbing, Heavy Blades, Intimidation, Jumping); Willpower: 5 (Courage)
                      ---
                      Weapon Groups: Bows, Brawling, Heavy Blades, Light Blades, Spears, Staves
                      Specialization: None (three extra talent degrees)
                      Stunt Bonuses: Disarm (2 sp, +2 bonus on the opposed check when fighting in the unarmed style), Dual Strike (3 sp), Knock Prone (1 sp when fighting in the unarmed style), Threaten (1 sp)
                      Talents: Armor Training (N), Command (N), Quick Reflexes (J), Single Weapon Style (M), Thrown Weapon Style (M), Unarmed Style (M)
                      ---
                      Speed: 16; Defense: 16 (18 when fighting in the single weapon style); Armor: 6
                      Health: 135; Mana: N/A
                      Attack: Longsword +7 (close, damage 2d6+5), unarmed +8 (close, damage 1d6+5), chakram +10 (ranged, damage 1d6+10, range 12/24)
                      ---
                      Equipment: Backpack, traveler's garb, waterskin, longsword, light leather armor, chakram, hidden dagger
                      ---
                      Growth: Add +1 level every season, and one extra level at mid seasons 2, 4 and 6 (by the end of the series Xena should be a level 20 character). At level 14 Xena gains a strange Specialization that allows her to cast spells (so, mind increasing her Magic at odd levels). (More about this in the future.)

                      The Chakram

                      Xena's chakram is a powerful magic weapon.

                      Weapon Type: Silverite-grade Chakram (requires special training, uses Light Blades focus); Minimum Strength: -; Talent Level Bonus: One level; Focus Benefit: Yes; Attack Bonus: +1; Damage Bonus: +3; Other Benefits: +100% short range, +200% long range (range 12/24).
                      ----------------------------------------------------------------------------------------------------

                      And, of course...



                      GABRIELLE (1st season stats)
                      ---
                      Class and Level: Rogue 1
                      ---
                      Communication*: 4 (Performance); Constitution: 1; Cunning: 2 (Historical Lore); Dexterity*: 2;
                      Magic: 0; Perception*: 1; Strength: 1; Willpower: 1
                      ---
                      Talents: Lore (N)
                      ---
                      Speed: 12; Defense: 12; Armor: 0
                      Health: 29; Mana: N/A
                      Attack: Staff +2 (close, damage 1d6+2)
                      ---
                      Equipment: Backpack, traveler's garb, waterskin, staff
                      ---
                      Growth: Add +2 levels every season (roughly one level every mid season, one more level at the start of every following season). This means that, by the end of the 6th season, Gabrielle is at least as powerful as Xena when at the beginning of the series.

                      ----------------------------------------------------------------------------------------------------
                      Last edited by Icarus; 14th May 2019, 08:23 AM.
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                      • #71
                        Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: Dragon Age: Knight Errant, XE

                        Character Re-scaling
                        We have discussed before on this thread how some characters can be more powerful than normal, without being high level. If you missed it, the basic idea is that you can start a campaign with powerful characters without them being necessarily high level by adding a progression (DA:RPG Core, p. 270).

                        From the computer games, Anders begins Dragon Age: Origins – Awakening as (at least) a 18th-level mage. When we see him in Dragon Age 2, he’s a 1st level mage again. What happened? Well, basically, different medias. On RPGs the idea of a character losing levels is considered crazy. In games, movies, and series it happens all the time.
                        Rescaling Existing Characters
                        Rescaling happens between campaigns. You can keep the character (and maybe any special items that the GM considers ‘iconic’ to it), but goes back to 1st level, with special benefits.

                        Notice that this scaling gives lots of bonuses, but not more mana points, new spells, or additional equipment beyond what the GM decides. These are still1st level characters and follow the rules for spells and equipment of 1st level characters. Notice that they still get spells from talents and specializations, if that's the case, and you can choose any starting spell or specialization spell for which you have the requisites (but you still can't choose advanced spells with your starting options).

                        Also, remember that the ability score bonuses from the progression should be treated as ADVANCEMENTS when applied to a player character, not simple bonuses (like when you apply them to a monster). So, if you have Magic 4 and choose to apply a +3 bonus from your progression to Magic, you get Magic 6, not Magic 7 (because it costs 2 advancements to improve an ability score from 5 to 6).

                        A 4th level or lower character rescales to 1st level without special benefits, except maybe special iconic items.
                        A character of 5th level or higher rescales to 1st level with an elite progression (Core, p. 270).
                        A character of 10th level or higher rescales to 1st level with a heroic progression (Core, p. 270).
                        A character of 15th level or higher rescales to 1st level with an epic progression (Core, p. 270).
                        "But Paulo", (that's my real name), you say, "I don't want my character to lose his levels!" Well, of course, this is just an idea to use the same character in a different campaign, restarting from 1st level with other, new characters. For most groups, all players should have the same bonuses.

                        The other way to use this is simply to create a campaign with powerful characters. The Inquisition game is a good example of this; there are no "Grey Warden recruits" or "untested adventurers" in this game; every single companion is an efficient, experienced, and powerful person in their areas of expertise. Bull is a mercenary leader with his own company; Vivienne is a noble enchanter; Cassandra is the freaking Seeker of Truth handpicked by the Divine to do her bidding; and we all know what that &A$%@#® Solas is.

                        So, I'm bringing a few characters using these rules.

                        Other Ideas
                        In a campaign where the house rule is having new characters starting from 1st level (no matter where the others are), I suggest you apply no progressions if the average character level is 1-3; apply the elite progression if average character level is 4-6; apply the heroic progression if average character level is 7-9; and apply the epic progression if average character level is 10+.
                        Campaign Idea: Agents of the Inquisition
                        In this campaign the players have access to more than one character. The characters are agents of the Inquisition or other Thedosian organization, solving problems and doing quests on their behalf. Before each game session an important figure breafs the heroes on their mission. Instead of always playing the same hero, the players can choose which characters are best suited for the mission. The same character can even be controlled by a different player, like if all the characters created belong to the group, not to a single player.

                        There are two options regarding leveling in this campaign:
                        A) All characters level up together. This is the easiest one.
                        B) Only characters used gain experience and levels. This creates a level gap between used and unused characters. This is NOT necessarily a bad thing - you can use lower-level characters in easier missions and save the high level ones for most challenging adventures. The GM should determine the minimum or maximum level of each adventure in this case.

                        This option usually works best for experienced groups or troupes wishing for a game without much commitment - choose a character, have fun killing a few monsters and that's it.
                        -----------------------------------------------------------------------------

                        Dragon Age: Inquisition Multiplayer Characters
                        With the progression rules described above. All these characters are 1st level and player-ready for a campaign using these rules. In terms of power, they range between 5th and 7th levels when compared to a character built with the standard rules (but with a less spell options in the case of mages).


                        “Once, in the Deep Roads, I held off a group of darkspawn for two days.”

                        KORBIN (Warrior 1/High-Born Dwarf)
                        Background Benefits: Warrior Caste, Constitution +1, Strength +1, Constitution (Stamina), Strength (Intimidation), Magic Resistance (+2), can speak and read Dwarven and the Trade Tongue
                        Epic Progression: Dexterity +3, Constitution +2, Strength +2, Cunning +1, Perception +1, Willpower +1, Cunning (Military Lore), Dexterity (Brawling), Perception (Hearing), Strength (Heavy Blades), Willpower (Self-Discipline), Health +20, Armor Rating +3, Extra Talent Degrees (3), can take specializations with extra talents
                        ---
                        Abilities and Focuses: Communication 1, Constitution 5 (Stamina), Cunning 1 (Military Lore), Dexterity 5 (Brawling), Magic 0, Perception 2, Strength 5 (Heavy Blades, Intimidation), Willpower 3 (Self-Discipline)
                        ---
                        Combat Stats: Speed 11 (13 without armor), Health 58, Defense 15 (17 with shield), Armor Rating 8
                        Attacks: Longsword +7 (close, damage 2d6+5) or throwing axe +5 (ranged, damage 1d6+7, range 4/8, reload as a minor action, )
                        ---
                        Class Powers: Starting Talents; Weapon Groups: Bludgeons, Brawling, Heavy Blades, Staves
                        Stunt Bonuses: Defensive Stance (1 sp when fighting in the weapon and shield style)
                        Specialization: Guardian (J)
                        Talents: Armor Training (N), Weapon and Shield Style (J), Unarmed Style (N)
                        Equipment: Backpack, traveler’s garb, waterskin, hammer (use morningstar stats), throwing axe, longsword, medium shield, light mail armor, 3d6+15 silver pieces.
                        ---
                        Appearances: Dragon Age: Inquisition; Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age

                        Background
                        Korbin is a highly regarded dwarven warrior from Orzammar who volunteered for the Legion of the Dead. As a result of the alliance between the dwarven king and the Inquisition, Korbin now fights on the surface against Thedas' greatest threats.
                        In fact, the truth regarding Korbin's joining the legion is more complex. Korbin was sentenced to join the Legion for killing a noble however Korbin did not actually commit the murder but instead chose to conceal the truth and voluntarily join the Legion of the Dead.

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


                        “There are so many people in the world. I'm not used to the lack of silence.”

                        HALL (Rogue 1/Chasind Wilder)
                        Background Benefits: Dexterity +1, Strength +1, Dexterity (Stealth), Perception (Tracking), can speak the Trade Tongue
                        Epic Progression: Dexterity +3, Perception +2, Strength +2, Constitution +1, Cunning +1, Willpower +1, Constitution (Running), Cunning (Natural Lore), Dexterity (Bows), Dexterity (Traps), Perception (Seeing), Health +20, Armor Rating +3, Extra Talent Degrees (3), can take specializations with extra talents
                        ---
                        Abilities and Focuses: Communication 0, Constitution 3 (Running), Cunning 2 (Natural Lore), Dexterity 6 (Bows, Stealth, Traps), Magic 0, Perception 5 (Seeing, Tracking), Strength 3, Willpower 2
                        ---
                        Combat Stats: Speed 16, Health 51, Defense 16, Armor Rating 7
                        Attacks: Longbow +8 (ranged, damage 1d6+7, range 26/52, reload as a free action) or short sword +6 (close, damage 1d6+5)
                        ---
                        Class Powers: Backstab, Rogue’s Armor, Starting Talent; Weapon Groups: Bows, Brawling, Light Blades, Staves
                        Stunt Bonuses: Knock Prone (1 sp when fighting in the archery style)
                        Specialization: Marksman (N)
                        Talents: Archery Style (J), Scouting (N)
                        ---
                        Equipment: Backpack, traveler’s garb, waterskin, short sword, longbow and quiver with 20 arrows, heavy leather armor, rope (20 yards), 3d6+25 silver pieces.
                        ---
                        Appearances: Dragon Age: Inquisition; Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age

                        Background
                        Hall is a survivor from the Wilds. A Dalish hunter named Fanora rescued him from a bandit raid when he was a child and taught him her skills, despite the protests of her clan. However, because he was human the Dalish sent him away when he could fend for himself. Hall wandered for years never quite finding his place. Seeing the beam of light tearing the sky he followed it and found purpose in the Inquisition.

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


                        “I never thought I would say this, but I've learned much from traveling with you all.”

                        NERIA (Mage 1/Elf Apostate)
                        Background Benefits: Magic +1, Willpower +1, Cunning (Natural Lore), can speak Elven and speak and read the Trade Tongue
                        Epic Progression: Magic +3, Communication +2, Willpower +2, Constitution +1, Cunning +1, Strength +1, Cunning (Arcane Lore), Cunning (Historical Lore), Cunning (Cultural Lore), Magic (Primal), Magic (Spirit), Health +20, Armor Rating +3, Extra Talent Degrees (3), can take specializations with extra talents
                        ---
                        Abilities and Focuses: Communication 2, Constitution 2, Cunning 3 (Arcane Lore, Cultural Lore, Historical Lore, Natural Lore), Dexterity 2, Magic 6 (Primal, Spirit), Perception 2, Strength 1, Willpower 5
                        ---
                        Combat Stats: Speed 14, Health 45, Defense 12, Armor Rating 3
                        Attacks: Arcane lance +6 (ranged, damage 1d6+6, range 16) or staff +2 (close, damage 1d6+2)
                        ---
                        Spellcasting: Spellpower 16 (18 for primal and spirit spells), Mana 19
                        Known Spells: arcane bolt, flame blast, heroic offense, winter’s grasp, wrath of the elvhen
                        ---
                        Class Powers: Arcane Lance, Magic Training, Mana Points, Starting Talent; Weapon Groups: Brawling and Staves
                        Specialization: Keeper (N)
                        Talents: Lore (N), Primal Magic (J)
                        ---
                        Equipment: Backpack, traveler’s garb, vestments of the Keeper (mage robes), staff, 3d6+50 silver pieces.
                        ---
                        Appearances: Dragon Age: Inquisition; Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age


                        Background
                        Neria was born into the Ralaferin clan, and was chosen as Keeper Elindra’s apprentice. Trained from youth to defend and serve people, she takes great pride in her magic and her role as Elindra's First. Now within the Inquisition as a Dalish emissary, Neria does all she can to see that the interests of the Dalish are not forgotten amidst the chaos.
                        Chosen to be the Keeper’s First at the age of nine, Neria takes her charge very seriously. She’s viewed by others as thoughtful and focused. Cillian, her clanmate, once said of her, “Once she puts her mind to something, it must be done. It will be done.”
                        Several years after she was made First, Neria attended the Arlathvhen with Elindra. Neria learned here that some of the other clans bore disrespect towards the Ralaferin clan. They believed that Elindra’s predecessor, Gisharel, had harmed the Dalish when he shared Dalish lore and culture with human scholars. Neria argued in defense of her clan, but her conviction wavered. Upon returning from Arlathvhen, she had a long discussion with Elindra about Gisharel’s actions. The conversation reinforced her loyalty and pride to her clan, believing that humans would only learn to respect the Dalish by seeing and understanding them. She now serves as not only an emissary of the Dalish within the Inquisition, but of the Ralaferin clan and their beliefs on foreign interaction.

                        ------

                        These are the three starting characters in Dragon Age: Inquisition Multiplayer. More characters on the next post.
                        Last edited by Icarus; 8th April 2018, 11:05 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]
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                        • #72
                          Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: DA:I Multiplayer, re-scaling

                          The Elven campaign I run we have done something very similar to this. The group of people that I play with love these specific characters and has played as them in various mediums (From second edition dungeons and dragons all the way to fourth edition inside of different settings, and even d20 modern, and unisystem). We've played different adaptions of these Elves since Dragon Age came out. Tweaking their stories, attributes, talents, etc to to fully take on what the person imagines them to be. It's been a fun run and has allowed us to truly connect with these characters on a personal level. All of which who now have a very in depth story of their owns. When Dragon Age first came out and was limited to level 5. I can't even remember how many times we took them to level cap and rebooted everything. Then from level 5 to 10 when that second set was finally released. With the full rule set out we've been able to tweak and adjust them to our hearts content.
                          Last edited by Alurvelve; 22nd December 2018, 08:45 PM.
                          The Untouchable, the Avenger.

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                          • #73
                            Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: DA:I Multiplayer, re-scaling

                            Originally posted by Alurvelve View Post
                            The Elven campaign I run (...) The group of people that I play with love these specific characters (...) We've played different adaptions of these Elves since Dragon Age came out. Tweaking their stories, attributes, talents, etc to to fully take on what the person imagines them to be (...) When Dragon Age first came out and was limited to level 5. I can't even remember how many times we took them to level cap and rebooted everything (...)
                            In my experience, when troupes have such a connection with their characters, we tend to accumulate a lot of stuff about them - stories, drawings, even musical themes... Any chance we'll see more about them (complete stats, pics, backgrounds) on your thread? You got me curious!

                            I confess the idea for those rules first came to me when my first DA game reached level cap when Set 1 was released here... So when the players reached level cap they at some point met different mentors who taught them more about their skills and powers, unlocking an elite progression. The players were SO happy!

                            PS. So THAT's where the "Alurvelve" name comes from
                            [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]
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                            • #74
                              Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: DA:I Multiplayer, re-scaling

                              Alurvelve is indeed the name of my Elf I have played as for two decades now. I have been thinking about making a thread to share their experiences and the campaign they have been running. Currently I am making a cohesive timeline of their events. I will see about posting some stuff this week.
                              The Untouchable, the Avenger.

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                              • #75
                                Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: Dragon Age: Knight Errant, XE

                                Originally posted by Icarus View Post
                                Character Re-scaling
                                Rescaling Existing Characters
                                Rescaling happens between campaigns. You can keep the character (and maybe any special items that the GM considers ‘iconic’ to it), but goes back to 1st level, with special benefits.

                                Notice that this scaling gives lots of bonuses, but not more mana points, new spells, or additional equipment beyond what the GM decides. These are still1st level characters and follow the rules for spells and equipment of 1st level characters. Notice that they still get spells from talents and specializations, if that's the case, and you can choose any starting spell or specialization spell for which you have the requisites (but you still can't choose advanced spells with your starting options).

                                Also, remember that the ability score bonuses from the progression should be treated as ADVANCEMENTS when applied to a player character, not simple bonuses (like when you apply them to a monster). So, if you have Magic 4 and choose to apply a +3 bonus from your progression to Magic, you get Magic 6, not Magic 7 (because it costs 2 advancements to improve an ability score from 5 to 6).

                                (...)

                                Well, of course, this is just an idea to use the same character in a different campaign, restarting from 1st level with other, new characters.
                                I don't like this idea - because it just seems unfair to the new characters. It's not that the veterans are stronger - what bothers me is that you're giving out a power boost that NEVER GOES AWAY. At level 20 these guys will still be these couple advancements (and other stuff) ahead of the rest. New characters just don't have an option of catching up.

                                It's ok (as long as it's ok with players, of course) to give the "seniors" an initial boost but it should be a difference that disappears sooner or later as the characters level up.

                                So, my suggestions would go rather like this:
                                1. items; you probably want to invent some reason why the experienced characters don't have access to all their assets at the beginning, but they could have an item or two "beyond their level"
                                2. connections; experienced characters are likely to have friends (and enemies) and reputation beyond that of a typical starting character
                                3. "borrowed" characteristics that shouldn't be available until (much) later
                                This gets more interesting so I'll elaborate a bit. The idea is: the experienced character starts with some benefits of leveling up given to him right at the beginning. There are plenty options here:
                                - Talents iconic for the character, especially specializations; imagine, say, an experienced Arcane Warrior that starts with Arcane Warrior (Journeyman) - but doesn't get the first two specialization Talents at appropriate levels
                                - Spells - the character starts with more (and, possibly, more advanced) spells than usual but doesn't get to pick new spells until the number matches up to level
                                - Focuses - again, the character starts with some Focuses that are important for the character - but loses out on appropriate Focus choices for a couple levels

                                This is, of course, just a general idea. One could try to devise some system determining how much of what a character can have - although personally I'd be in favor of going over everything on case-by-case basis instead. The point is to make the experienced characters more powerful and mechanically fleshed-out but WITHOUT increasing their potential - so that the "new" guys can and will eventually catch up.
                                Last edited by eliastion; 2nd April 2018, 06:48 PM.

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