Page 2 of 10 FirstFirst 1234 ... LastLast
Results 11 to 20 of 91

Thread: DARPG STUFF: Characters, Creatures, Optional Rules, etc. NEW: LORD OF THE RINGS stuff...

  1. #11
    OPA Belta Icarus's Avatar
    Join Date
    Dec 2014
    Location
    Brazil
    Posts
    320

    Re: [AGE] DRAGON AGE STATS & STUFF: Character Stats, Creatures, Optional Rules, Items, Quest Seeds

    The Blackstone Irregulars



    This article uses the "realms & organizations" rules from DA: Core, page 141, so please go ahead and familiarize yourself with it.

    The Blackstone Irregulars are an independent mercenary group operating out of Ferelden. There are Blackstone Liaisons in most major cities and they usually can be found in taverns, inns, the Chantry and other places where adventurous types gather. Favorites are the tavern in Lothering, the Gnawed Noble Tavern in Denerim, outside the chantry in Redcliffe, near the Circle Tower in Lake Calenhad, or at the Crown and the Lion tavern in Amaranthine.

    The Irregulars appear to handle odd jobs that either cannot go through official channels for legal reasons, or that the officials don't find worth the effort to do themselves. Currently led by Raelnor Hawkwind and his son Taoran Hawkwind, it remains to be seen what direction the group will head in the future. Raelnor wants the guild to be an honorable organization, while Taoran wants to take on contracts of a more profitable but shadier nature.

    Raenor vs. Taoran
    The leaders of the Blackstone Irregulars are father and son, Raenor and Taoran Hawkwind. Unbeknown to the troops they lead (except for their most trusted lieutenants), Raenor and Taoran are currently at odds with each other; the father, Raenor, wishes to turn the Irregulars into a well-known and honorable organization, while Taoran, the son, wants the Irregulars to take on more "shadier" and more lucrative business. The characters can be involved supporting one of the two leaders or they may wait until the rift almost destroys the organization and try to take over by themselves.
    In your game, the characters can be involved with the Irregulars basically in two ways: as free agents hired for a specific purpose or as full-fledged officials (a "specialist unit" reserved for special purposes). If the characters are part of the organization, use the following starting statistics for the Blackstone Irregulars.

    The Blacktone Irregulars (Mercenary Band)
    Might 3 (Garrison), Wealth 1, Influence 2 (State), Intrigue 1, Magic 0
    Structure: 3; Stability: 35; Scope: Regional (trying to expand into National)
    Thanks to both Raenor's and Taoran's actions, the Irregulars now are a small but influential mercenary band well-known among the nobles of Ferelden.

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

    RAENOR AND TAORAN HAWKWIND



    RAENOR HAWKWIND (Dragon Age: Origins)
    Brigand Elevated to Mercenary Leader
    Threat Level: Moderate (Major if accompanied by his lieutenants and officials)
    Boss Rank: Epic Progression (Strength +3, Dexterity +2, Communication +2, Willpower +1, Cunning +1, Perception +1, five extra focuses, Health +20, armor rating +3, three extra talent degrees)
    ---
    Communication: 4 (Leadership); Constitution: 2 (Stamina); Cunning: 2; Dexterity: 4 (Brawling, Light Blades); Magic: 0; Perception: 1 (Empathy); Strength: 6 (Heavy Blades, Intimidation, Might); Willpower: 2 (Courage, Morale)
    ---
    Stunt Bonuses: Advance (2 sp), Mighty Blow (1 sp)
    Talents: Armor Training (J), Two-Hander Style (J), Weapon and Shield Style (N)
    Advance: Raenor can reposition his allies as a special stunt for 2 SP. A number of allies equal to their Communication (+2 because he has the Leadership focus) within 12 yards can move 2 yards in any direction.
    Battle Leader: An ally within 2 yards of a battle leader gains a +1 bonus on Willpower tests, and +1 SP whenever stunt points are generated. An ally can’t benefit from more than one battle leader.
    Gang Mentality: Raenor gets a bonus on damage rolls equal to the number of their allies adjacent to the target (to a maximum of 2) and a +2 bonus on Communication (Leadership) and Willpower (Morale) tests if his Irregulars outnumber their enemies.
    Weapon Groups: Brawling, Heavy Blades, and Light Blades.
    ---
    Speed: 9 (14 without armor); Defense: 14 (16 with shield); Armor: 13
    Health: 48; Mana: --
    Attacks: Greatsword +8 (damage 3d6+6) or longsword +8 (damage 2d6+6) or shield bash +6 (damage 1d6+5, as improvised weapon)
    ---
    Equipment: Longsword, greatsword, medium shield, and heavy plate.

    Raelnor Hawkwind is the leader of The Blackstone Irregulars. He seeks to retain the honorable practices of the Irregulars. However his son Taoran, who is also the Second-in-Command, is more ambitious and supports the group's efforts to resume their unlawful and shady activities as they had been in his grandfather's days.

    Lieutenants and Officials: Raelnor can usually be located in Denerim. He's very open to negotiations and will usually try to parley with characters (even those sent to kill him, if that's the case). If the heroes talk with him, he will tell them about his son Taoran and give them the option to pursue the fight with him, accept his offer to kill his son for the same reward or walk away from the situation in the Irregulars altogether. In a epic final fight he will usually be accompanied by five of his most powerful men (use Brigand Thug archetype, DA:Core, page 272, but add +10 to health, +1 to attacks and damage and armor rating 7, as all of them wear heavier-than-usual armor).

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



    TAORAN HAWKWIND (Dragon Age: Origins)
    Brigand Elevated to Mercenary Leader
    Threat Level: Moderate (Major if accompanied by his lieutenants and officials)
    Boss Rank: Epic Progression (Dexterity +3, Strength +2, Cunning +2, Communication +1, Perception +1, Willpower +1, five extra focuses, Health +20, armor rating +3, three extra talent degrees)
    ---
    Communication: 3 (Deception, Leadership); Constitution: 2 (Stamina); Cunning: 3; Dexterity: 5 (Initiative, Light Blades, Stealth); Magic: 0; Perception: 1; Strength: 5 (Heavy Blades, Intimidation); Willpower: 2 (Courage, Morale)
    ---
    Stunt Bonuses: Advance (2 sp), Lightning Attack (2 sp when dual wielding)
    Talents: Armor Training (N), Dual Weapon Style (J), Intrigue (N)
    Battle Leader: An ally within 2 yards of a battle leader gains a +1 bonus on Willpower tests, and +1 SP whenever stunt points are generated. An ally can’t benefit from more than one battle leader.
    Advance: Taoran can reposition his allies as a special stunt for 2 SP. A number of allies equal to their Communication (+2 because he has the Leadership focus) within 12 yards can move 2 yards in any direction.
    Backstab: Taoran can backstab as a level 10 rogue.
    Gang Mentality: Taoran gets a bonus on damage rolls equal to the number of their allies adjacent to the target (to a maximum of 2) and a +2 bonus on Communication (Leadership) and Willpower (Morale) tests if his Irregulars outnumber their enemies.
    Weapon Groups: Brawling, Heavy Blades, and Light Blades.
    ---
    Speed: 13 (15 without armor); Defense: 15; Armor: 8
    Health: 48; Mana: --
    Attacks: Longsword +7 (damage 2d6+5) or shorsword +7 (damage 1d6+7)
    ---
    Equipment: Longsword, shortsword, light mail.

    Taoran Hawkwind is the second-in-command of the mercenary group, The Blackstone Irregulars, and the son of Raelnor Hawkwind, its leader. He is considered to be ambitious and tries to turn the Irregulars into a powerful mercenary group which will be achieved with back-room dealing and secret funding from the nobility without having honor or integrity, like it used to be in his grandfather's days.

    Lieutenants and Officials: Taoran can usually be located in one of the many Irregulars' camps around Ferelden. Just as his father, he's very open to negotiations and will usually try to parley with characters. If the heroes confront Taoran for the morality of his methods, he will mention the characters own shade activities, showing he knows much more about them than they could foresee (this is also an implied threat). If a fight follows, Taoran will be aided by four Brigand Thugs (DA:Core, page 272) and four Brigand Archers (DA:Core, page 273). His men are young and loyal, but not as experienced and well equipped as his father's.

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

  2. #12
    OPA Belta Icarus's Avatar
    Join Date
    Dec 2014
    Location
    Brazil
    Posts
    320

    Re: [AGE] DRAGON AGE STATS & STUFF: Characters, Creatures, Rules, Items. NEW: BLACKSTONE IRREGULARS!

    HEY!

    I've got A LOT of ideas about things to post on this thread but I'd like to hear from the community. What kind of resources do you enjoy more seeing in threads like this?

    Quest/adventure seeds?
    Character stats? (If so, which character would you like to see?)
    Ready-to-use organizations?

    Whatever the answers I'll keep posting something new almost everyday for some time yet. And thanks in advance for the answers!

  3. #13
    OPA Belta Icarus's Avatar
    Join Date
    Dec 2014
    Location
    Brazil
    Posts
    320

    Re: [AGE] DRAGON AGE STATS & STUFF: Characters, Creatures, Rules, Items. NEW: BLACKSTONE IRREGULARS!

    Dragon Age Characters

    Here you'll find major and minor characters from all games in the Dragon Age franchise, from Origins to Journeys. I chose to stat characters that I like or that caught my attention for some reason, but I'll abstain for now from writing stats for the companions in Origins and Dragon Age II, since Alurvelve already gave us great stats for them that you can find here.


    --------------------------------------------------------------------
    Dragon Age: Origins Characters (Part 2)
    --------------------------------------------------------------------



    MHAIRI Dragon Age: Origins - Awakening
    "I haven't taken my Joining yet, but I look forward to fighting at your side.”
    Background: Fereldan Freewoman (Constitution +1, Strength +1, Self-Discipline, Stamina), can speak and read the Trade Tongue
    Class and Level: Warrior 18
    ---
    Communication: 3 (Leadership x2); Constitution*: 4 (Running, Stamina); Cunning: 2 (Historical Lore, Military Lore); Dexterity*: 5 (Brawling x2, Light Blades); Magic: 1; Perception: 3 (Seeing, Tracking); Strength*: 6 (Climbing, Heavy Blades x2, Might); Willpower: 4 (Courage, Self-Discipline)
    ---
    Specialization: Champion (M)
    Stunt Bonuses: Defensive Stance (1 sp when fighting with weapon and shield), Dual Strike (3 sp, can hit two secondary targets), Lightning Attack (2 sp when dual wielding), Threaten (1 sp)
    Talents: Archery Style (N), Armor Training (J), Command (J), Dual Weapon Style (M), Weapon and Shield Style (M), Quick Reflexes (J), Single Weapon Style (N) (Mhairi receives +3 talent degrees because she doesn’t have a second specialization.)
    Weapon Groups: Archery, Axes, Bludgeons, Brawling, Light Blades, Heavy Blades
    ---
    Speed: 12 (15 without armor); Defense: 15 (19 with shield); Armor: 7
    Health: 137; Mana: --
    Attack: Longsword +9 (damage 2d6+9, Veteran) and shield bash +6 (damage 1d6+6, minor action, improvised weapon, Quick Strike, Veteran) or shield bash +8 (damage 1d6+8, major action, improvised weapon, Veteran) and longsword +7 (damage 2d6+7, Quick Strike, Veteran)
    ---
    Equipment: Backpack, traveler's garb, waterskin, longsword, heavy metal shield, heavy mail armor.

    Mhairi is a knight from Dragon's Peak. When she was a child, she was enraptured by tales of kings and nobles. All she wanted was to be like them, to fight for what she believed. Betrothed to a trader when she turned 16, she saw the life that lay ahead of her and enlisted in the army instead.. Her fierce loyalty and devotion to Ferelden earned her the love and respect of her commanders and brothers-in-arms and she was eventually knighted.

    Mhairi fought in the Battle of Ostagar. Loghain's betrayal of King Cailan and the King's death hit her hard, and when she learned of the two Grey Wardens who quelled the Blight almost single-handedly, she vowed to serve the Wardens. When the call came for volunteers to help rebuild the order in the Arling of Amaranthine, Mhairi jumped at the chance to join. Mhairi’s swordplay is good enough that the Warden-Commander immediately notices and mentions it after seeing her fight only once.

    Despite her enthusiasm for the Wardens, Mhairi does not survive the Joining ritual.


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



    RIORDAN OF THE GREY WARDENS (Dragon Age: Origins)
    “We aren't judges. Kinslayers, blood mages, traitors, rebels, carta thugs, common bandits: Anyone with the skill and the mettle to take up the sword against the darkspawn is welcome among us.”
    Background: Fereldan Freeman (Constitution +1, Willpower +1, Courage, Self-Discipline), can speak and read the Trade Tongue
    Grey Warden: Strength +1, extra talent degree, resistance to the taint, right of conscription, detect darkspawn (50 yards)
    Class and Level: Rogue 10
    ---
    Communication*: 3 (Leadership); Constitution: 3 (Stamina); Cunning: 2 (Historical Lore, Military Lore); Dexterity*: 4 (Dueling, Light Blades); Magic: 1; Perception*: 3 (Sense Darkspawn); Strength: 4 (Climbing, Jumping); Willpower: 2 (Courage, Self-Discipline)
    ---
    Stunt Bonuses: Lightning Attack (2 sp when dual wielding, second attack must come from off-hand weapon), Pierce Armor (1 sp), That Makes me Wonder (2 sp)
    Specialization: Duelist (M) (+1 on attack, Defense and damage when dual-wielding)
    Stunt Bonuses: Lightning Attack (2 sp whel dual wielding, second attack must come from the secondary weapon), Pierce Armor (1 sp, penetrating damage)
    Talents: Contacts (N), Dual Weapon Style (M), Quick Reflexes (N), Throwing Style (N)
    ---
    Speed: 14; Defense: 14 (15 when dual wielding); Armor: 3
    Health: 90; Mana: --
    Attack: Rapier +7 (damage 1d6+8, major action, dual weapon style, duelist) and Main Gauche +7 (damage 1d6+4, minor action, dual weapon style, duelist); or Main Gauche +7 (damage 1d6+6 as lightning attack); or Thrown Knife +7 (damage 1d6+6, lethality, range 6/12, recharge minor action)
    ---
    Equipment: Backpack, traveler's garb, waterskin, rapier, main gauche, throwing knife, light leather armor, 3d6+50 silver pieces.

    Riordan is a native Fereldan, born and bred in Highever. He joined the Wardens at the same time as Duncan. Having lost contact with Ferelden's Grey Wardens, Riordan was sent to Denerim to find out what had become of them; however he was captured and taken prisoner by Rendon Howe after Howe had invited him with an offer of parley and subsequently drugged him.

    He is a serious man, and a soldier; one who is accustomed to discipline and used to being in a position of leadership. If circumstances were different, he would be the center of the story, not the Warden, and the one leading the charge against the forces of evil. He is a hero, and one who is determined to do his duty no matter the consequences. In order to stop the darkspawn, some things must be sacrificed, even lives—but he would prefer to give his own life before he sacrifices someone else's.

    During the final battle of the Fifth Blight, Riordan assists the Hero of Ferelden in taking Denerim's gates. After clearing the gates of darkspawn, senses the Archdemon flying nearby, chasing it once he spots it. Riordan jumps off a tower onto its back, stabbing it several times. After some twists and turns, however, the Archdemon manages to kill Riordan by throwing him off at a great height, but not before Riordan has inflicted a serious wound to its wing, forcing it to land on top of Fort Drakon for the remaining Wardens to finish off.


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

  4. #14
    OPA Belta Icarus's Avatar
    Join Date
    Dec 2014
    Location
    Brazil
    Posts
    320

    Re: [AGE] DRAGON AGE STUFF: Characters, Creatures, etc. NEW: GENLOCK NECROMANCER & RISEN OGRE

    Dragon Age: Dawn of the Seeker



    Dragon Age: Dawn of the Seeker is an animated feature film by BioWare and FUNimation set in the Dragon Age universe. The story is about Cassandra Pentaghast who investigates a conspiracy in the Chantry. Orlais is visited, in addition to new locations. The events of Dawn of the Seeker occur in 9:22 Dragon. You can read about the plot in details here.

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



    CASSANDRA PENTAGHAST (Dawn of the Seeker)
    "The righteous stand before the darkness, and the Maker shall guide their hand."
    Background: Nevarran Adventurer (Strength +1, Willpower +1, Courage, Jumping), can speak and read the Trade Tongue
    Class and Level: Warrior 5
    ---
    Communication: 0 (Investigation); Constitution*: 2; Cunning: 1 (Religious Lore); Dexterity*: 3 (Brawling, Riding);
    Magic: 3; Perception: 1; Strength*: 4 (Jumping, Heavy Blades); Willpower: 2 (Courage)
    ---
    Stunt Bonuses: Dual Strike (3 sp)
    Talents: Armor Training (J), Dual Weapon Style (N), Single Weapon Style (N), Weapon and Shield Style (N)
    Weapon Groups: Bows, Brawling, Light Blades, Heavy Blades, Staves
    ---
    Speed: 12 (13 without armor); Defense: 13 (15 with shield); Armor: 4
    Health: 57; Mana: --
    Attack: Longsword +6 (damage 2d6+4) or shield bash +5 (damage 1d6+3, improvised weapon)
    ---
    Equipment: Backpack, traveler's garb, waterskin, longsword, medium shield, heavy leather armor, 3d6+50 silver pieces.
    A note on equipment: Cassandra actually owns and wears a Seeker Heavy Plate Armor (even if for a single scene), but she spends most of the movie with a heavy leather armor.

    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.

    The above stats are for a very young (17-18 years old) Cassandra, before she effectively had any real specialization.


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

    Rough GM Idea: “High-level” 1st-level characters
    I have a confession to make: I just recently started playing Dragon Age: Inquisition and thus far I only finished the first mission. Yeah, I only finished the intro of the game! So, I have no idea of the story ahead of me, because I managed to actively avoid spoilers so far (so, please, let’s keep it that way). But being a veteran from Dragon Age: Origins and Dragon Age II (and respective DLCs), and a fan of almost all related media (comics, movie, webseries, etc.) I was thrilled to see that my first companion was Cassandra. I mean, my first companion was nothing less than the Seeker of Truth herself! One of the most amazing, experienced, and competent warriors in the world!

    And there she was, a 1st-level warrior in all her glory, ready to… Wait, what? Cassandra-freaking-Pentaghast? A 1st-level warrior?

    Well, duh, obviously. I mean, it’s a videogame, not a tabletop RPG. All her background and obvious high level must be ignored in order to make her an appropriate companion for the main character, your character – otherwise she could “steal the spotlight” from you and, even worse, you wouldn’t get to develop her through every level to have her stats, talents, and powers exactly the way you want. This is just one of the many ways in which a videogame and a tabletop RPG are different – because if the Inquisition storyline were a Dragon Age RPG campaign, Cassandra would probably be a high level NPC, right? So, we have to accept these little differences in order to enjoy two very different mediums of storytelling.

    Do we, now?

    Well, yeah. But then I started paying attention to the other characters and companions introduced immediately in the story, including my own character, the Inquisitor. Everything in the story was telling me those were powerful and experienced people, starting the campaign as 1st-level characters just because those are “the rules” of the videogame. Thinking about that I realized: what if I want my players to start with powerful characters in the Dragon Age RPG? What if I want them to play as knight-commanders, Seekers, head enchanters, master assassins…?
    Well, you all know the obvious answer: start a campaign with characters above 1st-level. Make them roll or create new characters and advance them to the desired level.

    Yeah, right, but what if I want them to be more powerful and I still want them to have the thrills of going through all the 20 levels?
    My answer was to use one of my favorite rules in the Dragon Age RPG: simply apply a progression. Progressions (DA:RPG Core, page 270), however, are meant for NPCs and not player characters, obviously. Well, in face of such a dilemma I say: So what?

    So, I decided that if I ever run a specific campaign where all characters are “movers and shakers” of Thedas, with extensive backgrounds and objectives and goals to match their exalted status, the players will start and 1st-level heroes with several “built-in” benefits gained through a specific progression. I also ruled that the progression cannot give the character the benefits of high-level class powers but it could give the hero ranks in a specialization talent. The exact type of progression would depend on the power level planned for the PCs and the campaign.

    Here’s a quick recap of the progression rules:

    Elite progression: roughly the equivalent of 3 levels. Add 1 to any three abilities, add two focuses, increase Health and Mana (when applicable) by 5, and add two focuses and one talent degree.
    Heroic progression: roughly the equivalent of 7 levels. Add 2 to any two abilities, add 1 to other three abilities, increase Health and Mana (when applicable) by 15, and add four focuses and two talent degrees.
    Epic progression: roughly the equivalent of 10 levels. Add 3 to one ability, add 2 to any two other abilities, add 1 to any three others, increase Health and Mana (when applicable) by 20, add five focuses and three talent degrees, and increase armor rating by 3 (this can be done granting the character an innate power, improved protection items such as better armor or amulets, or a mix of both).
    Update: I also got this idea. These characters should be able to choose Specialization Talents with the extra talent degrees they get from their progressions. That way you can play a 1st-level templar, blood mage, legionnarie scout, etc... These characters could improve their specialization or get regular talents at level 6/8/10. Just notice that they still can't have more than two specializations, so if such a character gets a second specialization at level 6/8/10 he must either improve one of the chosen specs or get a regular talent at levels 14/16/18.

    These are the basic ideas, and since I haven’t run a game like this and haven’t even finished Dragon Age: Inquisition yet, it may take a while before I put it to the test. As always, feedback and insights from the community are appreciated, and if one of you ever try this at home please let us know how it went!


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

    REGALYAN D’MARCALL
    "Contrary to common belief, not all mages wish to see the Chantry deposed. Those of us within the Circle seek only to be treated with equal dignity and respect. I do my part to help ensure our efforts are not undermined by the actions of a few."
    Background: Circle Mage (human, Magic +1, Cunning +1, Arcane Lore, Religious Lore), can speak and read Orlesian and the Trade Tongue.
    Class and Level: Mage 5
    ---
    Communication: 3 (Investigation, Persuasion); Constitution: 1; Cunning*: 3 (Arcane Lore, Religious Lore); Dexterity: 2; Magic*: 4 (Arcane Lance); Perception: 1; Strength: 0; Willpower*: 2 (Self-Discipline)
    ---
    Talents: Creation Magic (N), Lore (N)
    ---
    Speed: 12; Defense: 12; Armor: 0
    Health: 42; Mana: 47
    Attack: Arcane lance +6 (damage 1d6+4, range 16)
    Spellpower: 14
    Spells: arcane bolt, force field, flame blast, heal, mind blast
    ---
    Equipment: Backpack, traveler's garb, waterskin, 3d6+50 silver pieces. Galyan doesn’t wear clothes or items that could easily identify him as a mage (so no robes and no staves).

    Regalyan D'Marcall, also known as Galyan, is a Circle Mage from the White Spire circle in Orlais. He is a humorous gentleman with a sharp mind, who specializes in healing magic.

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



    KNIGHT-COMMANDER MARTEL (Dawn of the Seeker)
    "I just murdered the High Seeker and framed Cassandra and the fugitive Mage. They have been branded as traitors. And soon, they will be executed for their crimes."
    Threat Level: Moderate (Major against mages and other mana-users)
    Lieutenant Rank Knight-Captain: Elite Progression (Communication +1, Dexterity +1, Perception +1, Health +5, two extra focuses, one extra talent degree). DA: Core, page 276.
    ---
    Communication: 4 (Deception, Investigation, Leadership, Persuasion); Constitution: 2; Cunning: 1 (Religious Lore); Dexterity: 1 (Bows, Initiative, Riding); Magic: 4; Perception: 3; Strength: 5 (Heavy Blades); Willpower: 3 (Courage, Faith)
    ---
    Favored Stunts: Disarm, Righteous Fervor (2 sp).
    Righteous Fervor: Martel can fill herself and his allies with righteous fervor as a special stunt for 2 SP. The knight-commander and allies within 6 yards of her gain a +1 bonus to attack rolls and a +2 bonus to speed on their next turns.
    Mage Slayer: When Martel damages a mage or other creature that has mana points, that target loses 1d6+4 MP.
    Cleanse: Martel can cleanse an area of ongoing magic. This is a major action that causes the knight-commander to suffer a –2 penalty to Defense until the beginning of his next turn. All ongoing spells and spells that are partially cast within 6 yards of the knight-captain end immediately.
    Essence of Lyrium: Martel gains a +2 bonus on tests to resist spells and other magical effects. Templars within 6 yards of the knight-commander increase their essence of lyrium bonus by 1. A creature can benefit from only one essence of lyrium.
    Weapon Groups: Axes, Bludgeons, Bows, Brawling, Heavy Blades, and Spears.
    ---
    Speed: 6 (11 without armor); Defense: 11; Armor: 10
    Health: 55; Mana: --
    Attack: Bastard sword +7 (damage 2d6+6)
    ---
    Equipment: Heavy plate armor, bastard sword, any other equipment available to the templars.

    Martel is a Knight-Commander in the Templar Order in Orlais. Distrustful of the Seekers of Truth, he does not get along with High Seeker Aldren. He is Frenic's co-conspirator and plans to assassinate the Divine and other Grand Clerics to later be the one to lead the Chantry into a new age where the Templars rule supreme. On this he is supported by Grand Cleric Callista, to whom he regularly confesses and who is the real mastermind behind the conspiracy. Together, they plotted to seize control of the Chantry, with Callista as the new Divine, and planned on betraying Frenic.

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

    Image (because there's a 4-image limit on any post...)

    FRENIC (Dawn of the Seeker)
    Threat Level: Moderate
    Boss Rank Blood Mage: Heroic Progression (Dexterity +2, Strength +2, Cunning +1, Perception +1, Willpower +1, four extra focuses, Health +15, one extra spell). DA: Core, page 271.
    ---
    Communication: 0 (Deception); Constitution: 3 (Stamina); Cunning: 3 (Arcane Lore); Dexterity: 2 (Brawling, Staves); Magic: 5 (Arcane Lance, Blood, Spirit); Perception: 1; Strength: 2 (Intimidation); Willpower: 2 (Morale)
    ---
    Blood Magic: When casting a spell, a blood mage can use the blood of a creature within 6 yards (including themselves) to power their spells. Using the blood of an unwilling target requires a Magic (Blood) vs. Willpower (Faith or Self-Discipline) test. The target takes 1d6 penetrating damage (or 2d6 penetrating damage if the target is adjacent and helpless), and the blood mage gains a number of mana points equal to the damage dealt. These mana points must be spent on the spell the mage is currently casting.
    Blood Shield: When a blood mage is under the effects of arcane shield and an enemy attacks him, the enemy takes 1d6 penetrating damage and the blood mage recovers Health equal to the damage done.
    Shapeshifter: Frenic knows the spell small animal form.
    Weapon Groups: Brawling and Staves.
    ---
    Speed: 10; Defense: 10 (17 with arcane shield); Armor: 0
    Health: 55; Mana: 47
    Attack: Arcane lance +7 (damage 1d6+5, range 16) or quarterstaff +4 (damage 1d6+3)
    Spellpower: 15 (17 for Blood and Spirit spells)
    Spells: Arcane bolt, arcane shield, blood sacrifice, blood wound, small animal form, and wrack.
    ---
    Equipment: Quarterstaff.

    Frenic is the leader of a group of blood mages in Orlais. He and his cult of blood mages were partially responsible for the plot to use high dragons with the intention of assaulting Val Royeaux and killing the Divine and the Grand Clerics.

    Frenic stats were based on those of a NPC blood mage (DA:RPG Core, page 271) with some minor adjustments, in particular some unusual spells that he somehow learned during his career. In hindsight I could have made him much more dangerous by adjusting his Magic and Willpower instead of physical abilities - but that's not how he's shown in the movie. Besides, he's enough of a threat for our main characters as-is.


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

  5. #15
    OPA Belta Kot the Protector's Avatar
    Join Date
    Jul 2014
    Location
    Indiana
    Posts
    589

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

    I really like your idea for using templates to boost heroes for higher-power campaigns! Gonna have to mention that on the podcast!
    If you like the Dragon Age RPG, please consider listening to my podcast: The Wonders of Thedas! We discuss classes, backgrounds, GMing techniques, specializations, play styles, and much more!
    You can subscribe on iTunes, Google Play, or Soundlcoud!

    If you have a question about the Dragon Age RPG, have custom content you'd like to share with the world, or any other contribution, send a message to wondersofthedaspodcast@gmail.com, or through our Facebook, Twitter, Google+, or Tumblr accounts!

  6. #16
    OPA Belta Icarus's Avatar
    Join Date
    Dec 2014
    Location
    Brazil
    Posts
    320

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

    Quote 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.

  7. #17
    OPA Belta Icarus's Avatar
    Join Date
    Dec 2014
    Location
    Brazil
    Posts
    320

    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.

  8. #18
    OPA Belta VladGenX's Avatar
    Join Date
    Sep 2014
    Posts
    796

    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.

  9. #19
    OPA Belta Icarus's Avatar
    Join Date
    Dec 2014
    Location
    Brazil
    Posts
    320

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

    Quote 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.

  10. #20
    OPA Belta Icarus's Avatar
    Join Date
    Dec 2014
    Location
    Brazil
    Posts
    320

    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.

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

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •