Your #1 Source for online D&D gaming!

Dragon Age Reference Sheet and Pregens

An experiment/tutorial in the Dragon Age RPG. A brief adventure where a group of adventurers are hired to protect a local Arl's kids. What could possibly go wrong?

Moderator: JadedDM

Locked
User avatar
JadedDM
Initiate Immortal
Initiate Immortal
Posts: 11398
http://www.ibro.pl/blog/najlepsza-oferta-na-kuchnie-na-wymiar-w-warszawie/
Joined: Thu Jan 24, 2008 12:00 am
Location: Washington, USA

Dragon Age Reference Sheet and Pregens

Post by JadedDM »

As we are all still learning how to play this game (especially me), please feel free to consult this post any time you want.

How to resolve anything in the game:
BASIC TASK FORMULA: 3D6 + ABILITY SCORE + FOCUS BONUS (+2) VS. TARGET NUMBER

Actions
You can take a major action and a minor action, or two minor actions on your turn.

MAJOR ACTIONS
Melee Attack: You attack an enemy within 2 yards in hand-to-hand combat.
Ranged Attack: You attack an enemy by firing or throwing a missile weapon.
Run: You travel up to double your Speed in yards. You must be in a standing position to do this.
Defend: You gain a +2 bonus to your Defense until the beginning of your next turn.
Heal: You provide first aid to an injured ally. You must be within 2 yards of them and have bandages ready (per the ready action). Make a TN 11 Cunning (Healing) test. If successful, your ally gains Health equal to your Cunning plus your dragon die result; that ally can’t benefit from another heal action until he takes more damage.

MINOR ACTIONS
Ready: You unsheathe a weapon, pull out a tool, or otherwise get ready to use some stowed item on your person. As part of this action, you can also put away something you already had in hand.
Move: You travel up to your Speed in yards. If you limit your travel to half your Speed you can also fall prone, stand up, or mount or dismount a horse or vehicle.
Aim: You carefully plan your next strike. If your next action is a melee attack or ranged attack (even on your next turn), you gain a +1 bonus on that attack roll.
Activate: This action is used with certain powers or items whose descriptions say something like, "Use an activate action to…"

Standard Stunts
When you roll doubles on a successful attack roll, you generate stunt points (SP) equal to the dragon die and can spend them to perform stunts. Stunt points cannot be saved. Any not used for that attack are lost.

(1+) Skirmish: You can move yourself or the target of your attack 2 yards in any direction for each 1 SP you spend.
(1) Rapid Reload: You can immediately reload a missile weapon.
(2) Knock Prone: You knock your enemy prone. Any character making a melee attack against a prone foe gains +1 bonus on the attack roll.
(2) Defensive Stance: Your attack sets you up for defense. You gain a +2 bonus to Defense until the beginning of your next turn.
(2) Disarm: You attempt to disarm the target with your melee attack. You and your opponent must make an opposed attack roll. These attack rolls do not generate stunt points. If you win the test, you knock your enemy’s weapon 1d6 + Strength yards away in a direction you nominate.
(2) Mighty Blow: You inflict an extra 1d6 damage on your attack.
(2) Pierce Armor: You find a chink in your enemy’s armor. His armor rating is halved (rounded down) vs. this attack.
(3) Lightning Attack: You can make a second attack against the same enemy or a different one within range and sight. You must have a loaded missile weapon to make a ranged attack. If you roll doubles on this attack roll, you do not get any more stunt points.
(4) Dual Strike: Your attack is so strong it affects two targets. First, pick a secondary target. He must be adjacent to you if you are using a melee weapon or within 6 yards of your primary target if you are using a missile weapon. Apply the test result of your original attack roll to the secondary target (in other words, you only make one attack roll and apply it to both opponents). If you hit the secondary target, inflict your normal damage on him.
(4) Seize the Initiative: Your attack changes the tempo of the battle. You move to the top of the initiative order. This means you may get to take another turn before some of the combatants get to act again. You remain at the top of the order until someone else seizes the initiative.

Spell Stunts
When you roll doubles on a successful casting roll, you generate stunt points (SP) equal to the dragon die and can spend them to perform spell stunts. Stunt points cannot be saved. Any not used for that attack are lost.

(1-3) Puissant Casting: Increase the Spellpower of your spell by 1 per stunt point spent, to a maximum of 3.
(2) Skillful Casting: Reduce the mana cost of the spell by 1. This can reduce the mana cost to 0.
(2) Mighty Spell: If the spell does damage, one target of the spell of your choice takes an extra 1d6 damage.
(3) Mana Shield: You use the residual mana of the spell casting to set up a temporary protective shield. You gain a +2 bonus to Defense until the beginning of your next turn.
(4) Fast Casting: After you resolve this spell, you can immediately cast another spell. The second spell must have a casting time of a major action or a minor action. If you roll doubles on this casting roll, you do not get any more stunt points.
(4) Imposing Spell: The effect of the spell is much more dramatic than usual. Until the beginning of your next turn, anyone attempting to make a melee attack against you must make a successful Willpower (Courage) test. The target number (TN) is 10 + your Magic ability. Those who fail must take a move or defend action instead.
User avatar
JadedDM
Initiate Immortal
Initiate Immortal
Posts: 11398
Joined: Thu Jan 24, 2008 12:00 am
Location: Washington, USA

Re: Dragon Age Reference Sheet and Pregens

Post by JadedDM »

Wallace/Wanda (Played by spyguy1503)
Male/Female [Human Circle Mage] Mage 1
STR 0, DEX 1, WIL 2, MAG 4, CUN 3, CON 0, PER 1, COM 1, Age ?, HT ?, WT ?
HP: 24/24
MP: 18/18 (Casting Roll: 3d6+4)
Speed: 11
Defense: 11
Armor: 0
XP: 0
Focuses: Arcane Lore (CUN), Religious Lore (CUN)
Class Powers: Arcane Lance - When holding a quarterstaff or wand, you can make a special ranged attack. This is resolved like a normal ranged attack (so stunts are possible) and requires no mana points. It has a range of 16 yards.
Talents: Chirurgy - Heal is a minor action
Weapon Groups: Brawling, Staves
Attacks: Arcane Lance (+4 to hit/1d6+4 dmg), Quarterstaff (+1 to hit/1d6+1 dmg)
Languages: Ancient Tevinter, Trade Tongue
Gear:
Head - None
Neck - Cloak
Torso - Traveler's shirt, backpack, quarterstaff
Hands - None
Waist - Traveler's pants
Feet - Traveler's boots
Backpack - Waterskin, healer's kit, 34 silver pieces
Stowed Gear: None

Spells:
Arcane Bolt - 2 MP - Major Action - TN 10
A bolt of arcane energy springs from your hand or staff and streaks towards a visible target within 30 yards. It inflicts 2d6 damage plus your casting roll’s dragon die result. But if the target makes a successful TN 14 Dexterity (Acrobatics) test the spell only inflicts 1d6 damage.

Heal - 1-3 MP - Minor Action - TN 10
Your touch seals wounds and restores vigor to one wounded target, either yourself or someone you touch. Choose how many MP to spend when casting; heal 1d6 Health per MP spent.

Rock Armor - 3-8 MP - Special (1 minute, only outside combat) - TN 10
Your skin becomes as hard as stone, giving you Armor Rating 4. The spell normally lasts for one hour, but its duration can be extended. For each additional MP spent beyond the first 3, the spell remains in effect for another hour, to a maximum of 6 hours. You can only cast this on yourself.

Background: You are a recent graduate of the Circle Tower. For reasons unknown to you—probably political—you’ve been given an unusual dispensation to travel on your own to deliver a message on the Circle’s business. You made good time on your outbound trip and have an extra week before you’re expected back. You heard you could make a respectable wage for just two days’ work at Stenhold, so you took a few hours’ detour to go there. You’re always on the lookout for a few more coins to line your purse.
User avatar
JadedDM
Initiate Immortal
Initiate Immortal
Posts: 11398
Joined: Thu Jan 24, 2008 12:00 am
Location: Washington, USA

Re: Dragon Age Reference Sheet and Pregens

Post by JadedDM »

Clayton/Clayre (Up for grabs)
Male/Female [Fereldan Craftsman] Rogue 1
STR 1, DEX 4, WIL 0, MAG 0, CUN 1, CON 1, PER 2, COM 2, Age ?, HT ?, WT ?
HP: 30/30
MP: 0/0
Speed: 14
Defense: 14
Armor: 4
XP: 0
Focuses: Persuasion (COM), Crafting (DEX), Smithing (STR)
Class Powers:
Backstab - You inflict extra damage with a melee attack if you strike from an unexpected direction. You must approach your target with a move action and win an opposed test of your Dexterity vs. your target’s Perception (Seeing). If you do both you can use your major action this turn to backstab. This is a melee attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You can’t backstab the same target in successive rounds.
Rogue's Armor - Ignore penalties for wearing leather armor (already figured into your stats).
Talents: Contacts - You can attempt to make a contact out of an NPC with a TN 13 Communication (Persuasion) test. A contact is always friendly to you, but won’t go out of the way to help you without additional motivation.
Weapon Groups: Bows, Brawling, Light Blades, Staves
Attacks: Long Bow (+4 to hit/1d6+5 dmg; Short Range: 26 yards, Long Range: 52 yards, Reload: Minor Action), Short Sword (+4 to hit/1d6+3 dmg), Dagger (+4 to hit/1d6+2 dmg)
Languages: Trade Tongue
Gear:
Head - None
Neck - Cloak
Torso - Traveler's shirt, backpack, heavy leather armor, quiver
Hands - None
Waist - Traveler's pants, short sword, dagger
Feet - Traveler's boots
Backpack - Waterskin, 37 silver pieces
Quiver - Long bow, 20 arrows
Stowed Gear: None

Background: You are a skilled craftsman who’s just finished your apprenticeship. Striking out on your own, you’ve recently discovered that what people want and what they are willing to pay are two different things. You came to Stenhold because you heard that the arl was mobilizing and figured you might be able to make a better wage from someone in a pinch, but it turns out that the arl’s a stingy louse, paying even worse than most. While you’re here, though, you’ve learned of another opportunity to make some fast money for just a bit of work in the arl’s service. It’s not your regular line of business, but coin’s coin.
User avatar
JadedDM
Initiate Immortal
Initiate Immortal
Posts: 11398
Joined: Thu Jan 24, 2008 12:00 am
Location: Washington, USA

Re: Dragon Age Reference Sheet and Pregens

Post by JadedDM »

Xavier/Xavia (Played by HorizonsDream)
Male/Female [Orlesian Exile] Rogue 1
STR 2, DEX 3, WIL 0, MAG 0, CUN 1, CON 1, PER 2, COM 3, Age ?, HT ?, WT ?
HP: 30/30
MP: 0/0
Speed: 13
Defense: 13
Armor: 4
XP: 0
Focuses: Persuasion (COM), Deception (COM)
Class Powers:
Backstab - You inflict extra damage with a melee attack if you strike from an unexpected direction. You must approach your target with a move action and win an opposed test of your Dexterity vs. your target’s Perception (Seeing). If you do both you can use your major action this turn to backstab. This is a melee attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You can’t backstab the same target in successive rounds.
Rogue's Armor - Ignore penalties for wearing leather armor (already figured into your stats).
Talents: Thievery - If you fail a Dexterity (Lock Picking) test you can re-roll, but you must keep the second result.
Weapon Groups: Bows, Brawling, Light Blades, Staves
Attacks: Crossbow (+3 to hit/2d6+3 dmg; Short Range: 30 yards, Long Range: 60 yards, Reload: Major Action), Short Sword (+3 to hit/1d6+4 dmg), Throwing Knife (+3 to hit/1d6+2 dmg; Short Range: 4 yards, Long Range: 8 yards, Reload: Minor Action)
Languages: Orlesian, Trade Tongue
Gear:
Head - None
Neck - Cloak
Torso - Traveler's shirt, backpack, heavy leather armor, quiver
Hands - None
Waist - Traveler's pants, short sword, throwing knife
Feet - Traveler's boots
Backpack - Waterskin, 22 silver pieces
Quiver - Crossbow, 20 bolts
Stowed Gear: None

Background: You come from the most powerful and cultured nation in Thedas. Unfortunately, a "misunderstanding" between you and your lover’s aggrieved spouse has led you to seek refuge in the rough-and-tumble realm of Ferelden. You attempted to lick your wounds in Denerim, the most "civilized" city in this nation of barbarians, but unfortunately your Orlesian enemy has a number of merchant friends there. Now you’re roaming the countryside, wooing and thieving your way through farmhouses as a means of survival. Your travels have brought you to Stenhold, where you’ve discovered an opportunity to earn some quick silver.
User avatar
JadedDM
Initiate Immortal
Initiate Immortal
Posts: 11398
Joined: Thu Jan 24, 2008 12:00 am
Location: Washington, USA

Re: Dragon Age Reference Sheet and Pregens

Post by JadedDM »

Davies/Davne (Played by mgbevan)
Male/Female [Fereldan Freeman] Warrior 1
STR 3, DEX 2, WIL 2, MAG 0, CUN 0, CON 3, PER 1, COM 1, Age ?, HT ?, WT ?
HP: 37/37
MP: 0/0
Speed: 10
Defense: 12 (14 with shield)
Armor: 7
XP: 0
Focuses: Stamina (CON), Riding (DEX)
Class Powers: None
Talents:
Archery Style - When you take the aim action with a bow or crossbow, you get a +2 bonus instead of the usual +1.
Armor Training - You can wear leather or mail armor without suffering a penalty to Dexterity (already figured into your stats).
Weapon and Shield Style - You get the full Defense bonus when using a shield (already figured into your stats).
Weapon Groups: Bows, Brawling, Heavy Blades, Light Blades
Attacks: Crossbow (+2 to hit/2d6+2 dmg; Short Range: 30 yards, Long Range: 60 yards, Reload: Major Action), Bastard Sword (+3 to hit/2d6+4 dmg), Dagger (+2 to hit/1d6+4 dmg)
Languages: Trade Tongue
Gear:
Head - None
Neck - Cloak
Torso - Traveler's shirt, backpack, heavy mail armor, quiver, medium shield
Hands - None
Waist - Traveler's pants, bastard sword, dagger
Feet - Traveler's boots
Backpack - Waterskin, 16 silver pieces
Quiver - Crossbow, 20 bolts
Stowed Gear: None

Background: You are a sell-sword, a mercenary who offers martial skill to those who need it and are willing to pay. You hope to be knighted and own land someday, but for now you simply want to build your reputation and fill your coffers. Upon hearing that the arl is preparing for war against the darkspawn, you’ve come to Stenhold to offer your services. You met his steward, Alenka, upon your arrival and she’s offering you a quick way to raise some coin before you join the arl’s army.
User avatar
JadedDM
Initiate Immortal
Initiate Immortal
Posts: 11398
Joined: Thu Jan 24, 2008 12:00 am
Location: Washington, USA

Re: Dragon Age Reference Sheet and Pregens

Post by JadedDM »

Djuric/Duska (Up for grabs)
Male/Female [Surface Dwarf] Warrior 1
STR 3, DEX 2, WIL 1, MAG 0, CUN 0, CON 3, PER 1, COM 2, Age ?, HT ?, WT ?
HP: 37/37
MP: 0/0
Speed: 8
Defense: 12
Armor: 5
XP: 0
Focuses: Axes (STR), Bargaining (COM)
Class Powers: None
Talents:
Armor Training - You can wear leather or mail armor without suffering a penalty to Dexterity (already figured into your stats).
Dual Weapon Style - When you wielding two weapons, you can use an activate action to gain either a +1 bonus to melee attacks or a +1 bonus to Defense against melee attacks. The bonus persists until the end of combat. You can switch the bonus with another activate action. (Your battle axe is a one-handed weapon.)
Two-Hander Style - When you hit with a melee attack when using a two-handed weapon, you can shove your target 2 yards in any direction.
Weapon Groups: Axes, Bludgeons, Brawling, and Spears
Attacks: Battle Axe (+5 to hit/2d6+3 dmg), Mace (+3 to hit/2d6+3 dmg), Two-Handed Spear (+3 hit/2d6+2 dmg)
Languages: Dwarven, Trade Tongue
Gear:
Head - None
Neck - Cloak
Torso - Traveler's shirt, backpack, light mail armor, battle axe, two-handed spear
Hands - None
Waist - Traveler's pants, mace
Feet - Traveler's boots
Backpack - Waterskin, 41 silver pieces
Stowed Gear: None

Background: You are a merchant, trading goods mined and forged in Orzammar to the people of Ferelden. It’s been a long time since you’ve trod the caverns of your homeland, and frankly, you have no desire to return to them. While your people need the contracts you negotiate with the humans, they place you in the lowest caste of dwarf society. You’ve recently come to Stenhold to renegotiate a ryott contract. Unfortunately, the arl’s wholly occupied with his mobilization and won’t spare five minutes—much less five days—to negotiate. You’ve learned of a way to earn a few silvers by taking on another job for him in the meantime. No sense doing—and earning—nothing while you wait for him.
Locked