Section 1: History Lesson
The 24th year of the Blessed Age: This was the year that Orlais invaded Ferelden for a second time. Over 400 years after a first failed invasion of the land of the Alamarri, a second invasion was ordered by Orlesian Emperor Reville, otherwise known as "The Mad Emperor." Though Vanedrin Theirin, King of Ferelden, rallied the nobility fought bravely against the Orlesians, he was cut down at the Battle of Lothering. The heirloom of the Theirin house, Calenhad the Great's sword Nemetos, was lost. He was succeeded by his son, Brandel Theirin. Much less charismatic and strong than his father, he was unable to keep the nobility united, and in 8:44 Blessed, the Orlesians sacked the capital of Denerim, claiming victory in Ferelden and deposing the king, driving him underground with his daughter, Moira, who would later be known as "The Rebel Queen." Brandel, now given the moniker "The Defeated," tried his hardest to rebel against the Orlesian occupation. He never won much support over to his side, however. The nobles believed Ferelden to be lost, and many decided to side against their rightful King to save their families and their birthrights. And so, after Brandel's death, it appeared the rebellion died with him. His daughter, however, would not give up her homeland without a fight. When she took over the rebellion after her father's death, her first act was a daring raid on an Orlesian armory.
Shockingly, it was successful. This act, along with the Queen's charisma, gave the people of Ferelden hope again after years of living under tyranny. She showed that the Orlesians could be defied. The rebellion steadily grew over the years, drawn to the Queen after her guerrilla victories over Orlesian forces. She was well loved by her people, who fought for her to be on the throne because that was where everyone believed she belonged. It was not to last, however. When it seemed hope was rekindled, the rebellion was met with a devastating blow; the death of their Queen. Ferelden nobles loyal to the usurper King, Meghren, conspired to kill Moira. They were led by Bann Ceoric, who sent Moira a message claiming that they would like to discuss aligning themselves with the rebellion. It was a trap. In good faith, Moira only brought her son, Maric and a very small compliment of just a few men. This was a trap, of course. All who came were cut down, save for Maric who just narrowly escaped and found his way to Loghain, who brought him to his father. Maric never disclosed his identity to them, however, and Loghain thought him to be the son of a wealthy merchant. Eventually, the truth came out after Loghain spotted Orlesian forces headed to their camp, where they had a small community of those who lost their homes to the Orlesians. Loghain's father was quick to bend knee to Maric, much to Loghain's dismay. Loghain's father ordered him to take Maric to safety while they distracted the Orlesians. Moved by his bravery, Maric knighted the man. His first act as King. They later escaped, and as far as anyone knows, all perished in the attack.
Loghain and Maric fled into the Wilds, where no soldier would dare follow them. They emerged some time later and after running into Rowan, Maric's betrothed, were taken to the rebel camp. The reunion was bittersweet, however. Arl Rendorn Guerrin, Arl of Redcliffe and Rowan's father, informed them that the camp would soon be attacked by two separate armies coming from the North and South. The plan was originally for Maric to flee while the rebel army covered his retreat, likely being destroyed in the process. Maric refused to let everyone die for him, but Loghain chimed in, saying it didn't have to be that way. He suggested that they disguise him as Maric and make it look like he was trying to escape North with a handful of men, just like the original plan. This would draw the approaching Northern army and split the forces into something the rebel army could manage. The plan worked. The rebel army beat one of the forces, but Arl Rendorn planned to escape, leaving Loghain to die rather than risk more men. This enraged Rowan, who went against her father's orders and rode to Loghain's rescue. She killed the Orlesian commander, Felix, cousin to the usurper King, and routed the rest of their forces. The battle was won, but the casualties were heavy. The army took to hiding in Ferelden's remote corners, where the Orlesians wouldn't think to look. Meanwhile, Moira's head was mounted on the gates of Fort Drakon, a message to all those who would dare deny the might of the King.
Section 2: And this is where you come in...
Shortly after the army settled in, Arl Rendorn formed a group of special agents who would act as a knife rather than a hammer. They would strike quickly and efficiently, procuring things the army needed, infiltrating places, and even performing assassinations when it was called for. Some in this group just joined the rebel army right after The Rebel Queen was killed, and others have been around for some time. Arl Rendorn chose each of them for a reason, however. It's up to you to decided whether you can live up to his expectations. Indeed, your part in the army is crucial.
Section 3: My Rules
As a GM, beyond the typical rules of role-playing, I really only have one rule; cut loose and have fun. No need to take things so seriously. Enjoy the story, get into your character, get into everyone else's characters, and let's tell a great story! Obviously, i'll add rules as I (or we) feel we need them, so this section is subject to change.
Section 4a: For the Inexperienced
For those who are new to the Dragon Age tabletop RPG, you can download and view a free Quickstart guide by the publishers of the game, Green Ronin. This book contains all the rules you need to know to get started, plus some pregenerated characters in the back of the book if you don't feel comfortable making your own yet.
greenroninstore.com/products/dragon-ag..
If you like what you see, please consider supporting the publishers and buying the game!
Section 4b: Character Creation Rules
A form fillable character sheet can be found here; game.tfc.dk/da_sheet_final_v4-2.pdf
It also has the stunts in Set 1!
All Backgrounds from Orlais, Orzammar, and Ferelden are welcome save for the Orlesian Noble, the Circle Mage, the Barbarian Backgrounds (Avvar and Chasind), and the High Born Dwarf. Keep in mind that Ferelden Nobles in the army do not have land or an official title, as it was taken when you threw your lot in with the rebels. Commoners in the army may still call you "my lord," however. Also, if you really want to play a Dwarven noble, you need to give a really good reason as to why a noble from Orzammar would side against the Orlesians to the point where they would assist the rebellion. Remember, trade with Orlais-occupied Ferelden has never been better and Dwarves rarely care about "surfacer problems." I'd also be willing to make an exception for Barabarians if the player can give me a good reason why they'd fight. I'll allow Dalish Elves since I can think of some good reasons a Dalish Elf would fight against an Orlesian incursion.
Step by Step Character Creation [For those who don't have the core rulebook(s)]
A lot of the following is copied and pasted from the book. The rest (like Backgrounds) has been condensed down to fit in this thread.
1. Create a Character Concept
Now that you know more about the setting, you can start thinking about what kind of character you want to play. You’ll be making the two most important choices— your background and class— in steps 3 of 4 of character creation, but before you get there it’s a good idea to come up with a basic character concept. This can be quite broad to start; the process of character creation will help you focus it. When coming up with a character concept, remember that one of the conceits of the game is that your character begins as an unknown and struggling adventurer. You don’t get to start play as the crown prince or an Archmage. You have to earn your honors with deeds, and you can be sure there will be a price. So start thinking about who your character is and how he became an adventurer. Here are some example character concepts:
• A guttersnipe raised on the streets who’ll do anything to survive.
• A free spirit who fled from an arranged marriage for a life of adventure.
• A naïve farmer who wants to travel farther than 5 miles from where he was born.
• The child of a disgraced knight who wants to return honor to the family name.
• A cynical mercenary who trusts little but coin.
• A seeker of forbidden knowledge who often acts before thinking.
• An artist seeking inspiration in dark and dangerous places.
• A refugee from a village that was sacked and destroyed.
• A child of the forest more comfortable around animals than people.
• The scion of a merchant family who wants more from life than ledger books.
2. Determine Abilities
We will be using the variant that allows for the purchase of ability scores. This is to keep things nice and simple. To start off, each of your ability scores begin at 0. You have ten points to distribute among these abilities. No ability can be raised higher than 3 before Background bonuses.
3. Choose Background
We'll be using the "Buying Background Benefits" variant. This variant gives you three advancements to spend on Background Benefits. A focus or a language only costs one advancement, but an ability score increase costs 2. The following Backgrounds available are:
Apostate
All Apostates begin play with the following;
• Add 1 to your Willpower ability. An apostate needs strength of will to fend off possession.
• Pick one of the following ability focuses: Cunning (Natural Lore) or Willpower (Self-Discipline).
• Choose whether your character is a human or an elf.
• You can speak and read the Trade Tongue.
• Take the mage class.
Background Benefits:
Humans:
+1 Constitution
Focus: Constitution (Stamina)
Focus: Willpower (Self-Discipline)
Focus: Cunning (Healing)
+1 Magic
Focus: Dexterity (Riding)
Focus: Communication (Deception)
+1 Cunning
Elves:
+1 Cunning
Language: Speak Elven
Focus: Cunning (Cultural Lore)
Focus: Willpower (Self-Discipline)
+1 Magic
Focus: Dexterity (Stealth)
+1 Dexterity
Focus: Dexterity (Bows)
City Elf
All City Elves begin play with the following;
• Add 1 to your Dexterity ability. The city elves
retain their race’s natural agility.
• Pick one of the following ability focuses: Dexterity (Stealth) or Perception (Seeing).
• You can speak and read the Trade Tongue.
• Choose a class. You can play either a warrior or a rogue.
Background Benefits
+1 Cunning
Focus: Perception (Searching)
Focus: Cunning (Evaluation)
Focus: Dexterity (Initiative)
+1 Perception
Focus: Communication (Deception)
Focus: Dexterity (Bows)
Dalish Elf
All Dalish Elves begin play with the following.
• Add 1 to your Willpower ability. The stubbornness of the Dalish elves is legendary.
• Pick one of the following ability focuses: Dexterity (Bows) or Willpower (Courage).
• You can speak and read the Trade Tongue. You can speak Elven.
• Choose a class. You can play either a warrior or a rogue.
Background Benefits
+1 Communication
Focus: Perception (Seeing)
Focus: Perception (Hearing)
Focus: Cunning (Cultural Lore)
+1 Dexterity
Focus: Willpower (Self-Discipline)
Focus: Dexterity (Riding)
+1 Perception
Ferelden Freeman
All Ferelden Freemen begin play with the following.
• Add 1 to your Constitution ability. The people of Ferelden descend from tough barbarian stock.
• Pick one of the following ability focuses: Constitution (Stamina) or Willpower (Courage).
• You can speak and read the Trade Tongue, or as you call it, the King’s Tongue.
• Choose a class. You can play either a warrior or a rogue.
Background Benefits
+1 Communication
Focus: Willpower (Self-Discipline)
Focus: Communication (Animal Handling)
Focus: Dexterity (Riding)
+1 Willpower
Focus: Strength (Driving)
Focus: Constitution (Swimming)
+1 Strength
Surface Dwarf
All Surface Dwarves begin play with the following.
• Add 1 to your Constitution ability. Dwarves are famous for the toughness.
• Pick one of the following ability focuses: Constitution (Stamina) or Communication (Bargaining).
• You can speak and read Dwarven and the Trade Tongue.
• Choose a class. You can play either a warrior or a rogue.
Background Benefits
Roll Benefit
+1 Strength
Focus: Strength (Axes)
Focus: Strength (Driving)
Focus: Communication (Persuasion)
+1 Communication
Focus: Cunning (Engineering)
Focus: Willpower (Courage)
+1 Willpower
4. Choose Class
All level 1 class powers are listed here organized by class. This list will be updated as the party levels.
Mage
Primary Abilities: Cunning, Magic, and Willpower.
Secondary Abilities: Communication, Constitution,
Dexterity, Perception, and Strength.
Starting Health: 20 + Constitution + 6.
Weapon Groups: Brawling and Staves.
Level 1:
Arcane Lance: Mages learn to focus magical power through a staff or wand. If you are holding a quarterstaff or a wand, you can make a special ranged attack that damages foes with a lance of magical energy. This is resolved like a normal ranged attack (so stunts are possible), but the attack roll is a Magic (Arcane Lance) test. An arcane lance has a range of 16 yards and inflicts 1d6 + Mag ic damage. It requires no mana points to make this attack.
Magic Training: This is the most important of the mage’s powers. It allows a mage to cast the spells that are the hallmark of the class. Magic training gives you three spells to start with, and you can gain more through talents and class powers.
Mana Points: You use mana to power your spells. You start with a number of mana points equal to 10 + Magic + 1d6 and you gain Magic + 1d6 more whenever you gain a new level. You must keep track of your current mana points; this is a measure of how much magical power is at your command at any given time. You spend mana points when you cast spells; you can regain them through rest and meditation.
Starting Talent: You become a novice in one of the following talents:
Chirurgy:
Novice: You have trained in the art of chirurgy and your aid is swift and sure. Heal is a minor action for you.
Linguistics:
Novice: You learn an additional language from the following list: Ancient Tevene, Ander, Antivan, Dwarven, Elven, Orlesian, Qunlat, Rivaini, Trade Tongue.
Lore:
Novice: You have studied hard. When you make a successful Cunning test with a lore focus, the GM should give you an extra piece of information on the topic. A lore focus is any Cunning focus with the word “lore” in it, such as Cultural Lore or Historical Lore. The GM determines the additional information and it may or may not be pertinent to the main question at hand.
Rogue:
Primary Abilities: Communication, Dexterity, and Perception.
Secondary Abilities: Constitution, Cunning, Magic, Strength, and Willpower.
Starting Health: 25 + Constitution + 6.
Weapon Groups: Bows, Brawling, Light Blades, Staves.
Level 1:
Backstab: You can inflict extra damage with a melee attack if you can strike an opponent from an unexpected direction. You must approach your opponent with a move action and win an opposed test of your Dexterity (Stealth) vs. your target’s Perception (Seeing). If you win the test, you can use your major action this round to backstab him. This is a melee attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You cannot backstab an enemy that you begin your turn adjacent to (but see the Bluff power at level 4).
Rogue’s Armor: You are at home in leather armor. You can ignore the Armor Penalty of leather armor altogether. It affects neither your Speed nor your Dexterity.
Starting Talents: You become a novice in one of the following talents:
Contacts:
Novice: You can attempt to make a contact out of an NPC with a successful Communication (Persuasion) test. The GM will set the TN based on the likelihood of you knowing the NPC or having mutual friends. The more distant the NPC’s homeland or social class from yours, the more difficult the test will be. A contact will be friendly to you, but won’t go out of the way to help you without additional motivation. You can’t make a contact out of a NPC who already dislikes you or is an enemy.
Scouting:
Novice: You can use the lay of the land to your advantage. If you fail a Dexterity (Stealth) test, you can re-roll it, but you must keep the results of the second roll.
Thievery:
Novice: You don’t let locks stand in your way. If you fail a Dexterity (Lock Picking) test, you can re-roll it, but you must keep the results of the second roll.
Warrior
Primary Abilities: Constitution, Dexterity, and Strength
Secondary Abilities: Communication, Cunning, Magic, Perception, and Willpower
Starting Health: 30 + Constitution + 6
Weapon Groups: Brawling, plus any three of the following: Axes, Bludgeons, Bows, Heavy Blades, Light Blades, Spears, or Staves.
Level 1:
Starting Talents:
You start as a novice in Armor Training.
Novice: You can wear leather and mail armor without suffering a penalty to Dexterity.
You also become a novice in two of the following talents:
Archery Style:
Novice: Your aim is true. When you take the aim action while using a bow or crossbow, you gain a +2 bonus on your attack roll instead of the usual +1.
Dual Weapon Style:
Novice: Wielding two weapons can aid you in attack or defense. If you take the activate action, you can gain either a +1 bonus on your melee attack rolls or a +1 Defense bonus vs. melee attacks until the end of the encounter. You can switch the bonus you are taking with another activate action.
Single Weapon Style:
Novice: Fighting with a single weapon demands increased awareness. If you take the activate action, you gain a +1 Defense bonus until the end of the encounter while fighting in this style.
Throwing Weapon Style:
Novice: Your accuracy is uncanny. You gain a +1 bonus on attack rolls with throwing weapons.
Two-Hander Style:
Novice: The length of your weapon and the power of your attacks forces foes to yield ground. When you hit with a melee attack with a two-handed weapon, you can move the target 2 yards in any direction.
Weapon and Shield Style:
Novice: You can use shields of all shapes and sizes. You get the full Defense bonus when using a shield.
5. Pick Equipment
6. Calculate Defense and Speed
There are two final numbers you need to calculate for your character: Defense and Speed. Defense measures how hard it is to hit your character in combat. The higher the Defense, the better. You calculate Defense as follows:
Defense = 10 + Dexterity + shield bonus (if app licable)
For the moment, you just need to know that light shields have a +1 bonus and mediums shield a +2 bonus.
You calculate Speed as follows:
Dwarf Speed = 8 + Dexterity – armor penalty (if applicable)
Elf Speed = 12 + Dexterity – armor penalty (if app licable)
Human Speed = 10 + Dexterity – armor penalty (if app licable)
Most suits of armor have a penalty that represents their weight and bulk; this naturally slows characters down some. For the moment, you just need to know that light leather armor has no penalty and heavy leather armor has a –1 penalty.
7. Pick a Name
8. Choose Goals and Character Ties to Other Characters (if any)
And that's it! If you are a mage you will need some spells, but otherwise, you're done!
Mages, I found this very handy spell index that will help you select your spells and will keep me from having to list every single one. Remember, until you reach level 5, you can only pick spells listed as being from set 1.
archaos-jdr.fr/doc/Dragon-Age-Spell-In..
Always remember, if you're lost, questions are welcome!
The 24th year of the Blessed Age: This was the year that Orlais invaded Ferelden for a second time. Over 400 years after a first failed invasion of the land of the Alamarri, a second invasion was ordered by Orlesian Emperor Reville, otherwise known as "The Mad Emperor." Though Vanedrin Theirin, King of Ferelden, rallied the nobility fought bravely against the Orlesians, he was cut down at the Battle of Lothering. The heirloom of the Theirin house, Calenhad the Great's sword Nemetos, was lost. He was succeeded by his son, Brandel Theirin. Much less charismatic and strong than his father, he was unable to keep the nobility united, and in 8:44 Blessed, the Orlesians sacked the capital of Denerim, claiming victory in Ferelden and deposing the king, driving him underground with his daughter, Moira, who would later be known as "The Rebel Queen." Brandel, now given the moniker "The Defeated," tried his hardest to rebel against the Orlesian occupation. He never won much support over to his side, however. The nobles believed Ferelden to be lost, and many decided to side against their rightful King to save their families and their birthrights. And so, after Brandel's death, it appeared the rebellion died with him. His daughter, however, would not give up her homeland without a fight. When she took over the rebellion after her father's death, her first act was a daring raid on an Orlesian armory.
Shockingly, it was successful. This act, along with the Queen's charisma, gave the people of Ferelden hope again after years of living under tyranny. She showed that the Orlesians could be defied. The rebellion steadily grew over the years, drawn to the Queen after her guerrilla victories over Orlesian forces. She was well loved by her people, who fought for her to be on the throne because that was where everyone believed she belonged. It was not to last, however. When it seemed hope was rekindled, the rebellion was met with a devastating blow; the death of their Queen. Ferelden nobles loyal to the usurper King, Meghren, conspired to kill Moira. They were led by Bann Ceoric, who sent Moira a message claiming that they would like to discuss aligning themselves with the rebellion. It was a trap. In good faith, Moira only brought her son, Maric and a very small compliment of just a few men. This was a trap, of course. All who came were cut down, save for Maric who just narrowly escaped and found his way to Loghain, who brought him to his father. Maric never disclosed his identity to them, however, and Loghain thought him to be the son of a wealthy merchant. Eventually, the truth came out after Loghain spotted Orlesian forces headed to their camp, where they had a small community of those who lost their homes to the Orlesians. Loghain's father was quick to bend knee to Maric, much to Loghain's dismay. Loghain's father ordered him to take Maric to safety while they distracted the Orlesians. Moved by his bravery, Maric knighted the man. His first act as King. They later escaped, and as far as anyone knows, all perished in the attack.
Loghain and Maric fled into the Wilds, where no soldier would dare follow them. They emerged some time later and after running into Rowan, Maric's betrothed, were taken to the rebel camp. The reunion was bittersweet, however. Arl Rendorn Guerrin, Arl of Redcliffe and Rowan's father, informed them that the camp would soon be attacked by two separate armies coming from the North and South. The plan was originally for Maric to flee while the rebel army covered his retreat, likely being destroyed in the process. Maric refused to let everyone die for him, but Loghain chimed in, saying it didn't have to be that way. He suggested that they disguise him as Maric and make it look like he was trying to escape North with a handful of men, just like the original plan. This would draw the approaching Northern army and split the forces into something the rebel army could manage. The plan worked. The rebel army beat one of the forces, but Arl Rendorn planned to escape, leaving Loghain to die rather than risk more men. This enraged Rowan, who went against her father's orders and rode to Loghain's rescue. She killed the Orlesian commander, Felix, cousin to the usurper King, and routed the rest of their forces. The battle was won, but the casualties were heavy. The army took to hiding in Ferelden's remote corners, where the Orlesians wouldn't think to look. Meanwhile, Moira's head was mounted on the gates of Fort Drakon, a message to all those who would dare deny the might of the King.
Section 2: And this is where you come in...
Shortly after the army settled in, Arl Rendorn formed a group of special agents who would act as a knife rather than a hammer. They would strike quickly and efficiently, procuring things the army needed, infiltrating places, and even performing assassinations when it was called for. Some in this group just joined the rebel army right after The Rebel Queen was killed, and others have been around for some time. Arl Rendorn chose each of them for a reason, however. It's up to you to decided whether you can live up to his expectations. Indeed, your part in the army is crucial.
Section 3: My Rules
As a GM, beyond the typical rules of role-playing, I really only have one rule; cut loose and have fun. No need to take things so seriously. Enjoy the story, get into your character, get into everyone else's characters, and let's tell a great story! Obviously, i'll add rules as I (or we) feel we need them, so this section is subject to change.
Section 4a: For the Inexperienced
For those who are new to the Dragon Age tabletop RPG, you can download and view a free Quickstart guide by the publishers of the game, Green Ronin. This book contains all the rules you need to know to get started, plus some pregenerated characters in the back of the book if you don't feel comfortable making your own yet.
greenroninstore.com/products/dragon-ag..
If you like what you see, please consider supporting the publishers and buying the game!
Section 4b: Character Creation Rules
A form fillable character sheet can be found here; game.tfc.dk/da_sheet_final_v4-2.pdf
It also has the stunts in Set 1!
All Backgrounds from Orlais, Orzammar, and Ferelden are welcome save for the Orlesian Noble, the Circle Mage, the Barbarian Backgrounds (Avvar and Chasind), and the High Born Dwarf. Keep in mind that Ferelden Nobles in the army do not have land or an official title, as it was taken when you threw your lot in with the rebels. Commoners in the army may still call you "my lord," however. Also, if you really want to play a Dwarven noble, you need to give a really good reason as to why a noble from Orzammar would side against the Orlesians to the point where they would assist the rebellion. Remember, trade with Orlais-occupied Ferelden has never been better and Dwarves rarely care about "surfacer problems." I'd also be willing to make an exception for Barabarians if the player can give me a good reason why they'd fight. I'll allow Dalish Elves since I can think of some good reasons a Dalish Elf would fight against an Orlesian incursion.
Step by Step Character Creation [For those who don't have the core rulebook(s)]
A lot of the following is copied and pasted from the book. The rest (like Backgrounds) has been condensed down to fit in this thread.
1. Create a Character Concept
Now that you know more about the setting, you can start thinking about what kind of character you want to play. You’ll be making the two most important choices— your background and class— in steps 3 of 4 of character creation, but before you get there it’s a good idea to come up with a basic character concept. This can be quite broad to start; the process of character creation will help you focus it. When coming up with a character concept, remember that one of the conceits of the game is that your character begins as an unknown and struggling adventurer. You don’t get to start play as the crown prince or an Archmage. You have to earn your honors with deeds, and you can be sure there will be a price. So start thinking about who your character is and how he became an adventurer. Here are some example character concepts:
• A guttersnipe raised on the streets who’ll do anything to survive.
• A free spirit who fled from an arranged marriage for a life of adventure.
• A naïve farmer who wants to travel farther than 5 miles from where he was born.
• The child of a disgraced knight who wants to return honor to the family name.
• A cynical mercenary who trusts little but coin.
• A seeker of forbidden knowledge who often acts before thinking.
• An artist seeking inspiration in dark and dangerous places.
• A refugee from a village that was sacked and destroyed.
• A child of the forest more comfortable around animals than people.
• The scion of a merchant family who wants more from life than ledger books.
2. Determine Abilities
We will be using the variant that allows for the purchase of ability scores. This is to keep things nice and simple. To start off, each of your ability scores begin at 0. You have ten points to distribute among these abilities. No ability can be raised higher than 3 before Background bonuses.
3. Choose Background
We'll be using the "Buying Background Benefits" variant. This variant gives you three advancements to spend on Background Benefits. A focus or a language only costs one advancement, but an ability score increase costs 2. The following Backgrounds available are:
Apostate
All Apostates begin play with the following;
• Add 1 to your Willpower ability. An apostate needs strength of will to fend off possession.
• Pick one of the following ability focuses: Cunning (Natural Lore) or Willpower (Self-Discipline).
• Choose whether your character is a human or an elf.
• You can speak and read the Trade Tongue.
• Take the mage class.
Background Benefits:
Humans:
+1 Constitution
Focus: Constitution (Stamina)
Focus: Willpower (Self-Discipline)
Focus: Cunning (Healing)
+1 Magic
Focus: Dexterity (Riding)
Focus: Communication (Deception)
+1 Cunning
Elves:
+1 Cunning
Language: Speak Elven
Focus: Cunning (Cultural Lore)
Focus: Willpower (Self-Discipline)
+1 Magic
Focus: Dexterity (Stealth)
+1 Dexterity
Focus: Dexterity (Bows)
City Elf
All City Elves begin play with the following;
• Add 1 to your Dexterity ability. The city elves
retain their race’s natural agility.
• Pick one of the following ability focuses: Dexterity (Stealth) or Perception (Seeing).
• You can speak and read the Trade Tongue.
• Choose a class. You can play either a warrior or a rogue.
Background Benefits
+1 Cunning
Focus: Perception (Searching)
Focus: Cunning (Evaluation)
Focus: Dexterity (Initiative)
+1 Perception
Focus: Communication (Deception)
Focus: Dexterity (Bows)
Dalish Elf
All Dalish Elves begin play with the following.
• Add 1 to your Willpower ability. The stubbornness of the Dalish elves is legendary.
• Pick one of the following ability focuses: Dexterity (Bows) or Willpower (Courage).
• You can speak and read the Trade Tongue. You can speak Elven.
• Choose a class. You can play either a warrior or a rogue.
Background Benefits
+1 Communication
Focus: Perception (Seeing)
Focus: Perception (Hearing)
Focus: Cunning (Cultural Lore)
+1 Dexterity
Focus: Willpower (Self-Discipline)
Focus: Dexterity (Riding)
+1 Perception
Ferelden Freeman
All Ferelden Freemen begin play with the following.
• Add 1 to your Constitution ability. The people of Ferelden descend from tough barbarian stock.
• Pick one of the following ability focuses: Constitution (Stamina) or Willpower (Courage).
• You can speak and read the Trade Tongue, or as you call it, the King’s Tongue.
• Choose a class. You can play either a warrior or a rogue.
Background Benefits
+1 Communication
Focus: Willpower (Self-Discipline)
Focus: Communication (Animal Handling)
Focus: Dexterity (Riding)
+1 Willpower
Focus: Strength (Driving)
Focus: Constitution (Swimming)
+1 Strength
Surface Dwarf
All Surface Dwarves begin play with the following.
• Add 1 to your Constitution ability. Dwarves are famous for the toughness.
• Pick one of the following ability focuses: Constitution (Stamina) or Communication (Bargaining).
• You can speak and read Dwarven and the Trade Tongue.
• Choose a class. You can play either a warrior or a rogue.
Background Benefits
Roll Benefit
+1 Strength
Focus: Strength (Axes)
Focus: Strength (Driving)
Focus: Communication (Persuasion)
+1 Communication
Focus: Cunning (Engineering)
Focus: Willpower (Courage)
+1 Willpower
4. Choose Class
All level 1 class powers are listed here organized by class. This list will be updated as the party levels.
Mage
Primary Abilities: Cunning, Magic, and Willpower.
Secondary Abilities: Communication, Constitution,
Dexterity, Perception, and Strength.
Starting Health: 20 + Constitution + 6.
Weapon Groups: Brawling and Staves.
Level 1:
Arcane Lance: Mages learn to focus magical power through a staff or wand. If you are holding a quarterstaff or a wand, you can make a special ranged attack that damages foes with a lance of magical energy. This is resolved like a normal ranged attack (so stunts are possible), but the attack roll is a Magic (Arcane Lance) test. An arcane lance has a range of 16 yards and inflicts 1d6 + Mag ic damage. It requires no mana points to make this attack.
Magic Training: This is the most important of the mage’s powers. It allows a mage to cast the spells that are the hallmark of the class. Magic training gives you three spells to start with, and you can gain more through talents and class powers.
Mana Points: You use mana to power your spells. You start with a number of mana points equal to 10 + Magic + 1d6 and you gain Magic + 1d6 more whenever you gain a new level. You must keep track of your current mana points; this is a measure of how much magical power is at your command at any given time. You spend mana points when you cast spells; you can regain them through rest and meditation.
Starting Talent: You become a novice in one of the following talents:
Chirurgy:
Novice: You have trained in the art of chirurgy and your aid is swift and sure. Heal is a minor action for you.
Linguistics:
Novice: You learn an additional language from the following list: Ancient Tevene, Ander, Antivan, Dwarven, Elven, Orlesian, Qunlat, Rivaini, Trade Tongue.
Lore:
Novice: You have studied hard. When you make a successful Cunning test with a lore focus, the GM should give you an extra piece of information on the topic. A lore focus is any Cunning focus with the word “lore” in it, such as Cultural Lore or Historical Lore. The GM determines the additional information and it may or may not be pertinent to the main question at hand.
Rogue:
Primary Abilities: Communication, Dexterity, and Perception.
Secondary Abilities: Constitution, Cunning, Magic, Strength, and Willpower.
Starting Health: 25 + Constitution + 6.
Weapon Groups: Bows, Brawling, Light Blades, Staves.
Level 1:
Backstab: You can inflict extra damage with a melee attack if you can strike an opponent from an unexpected direction. You must approach your opponent with a move action and win an opposed test of your Dexterity (Stealth) vs. your target’s Perception (Seeing). If you win the test, you can use your major action this round to backstab him. This is a melee attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You cannot backstab an enemy that you begin your turn adjacent to (but see the Bluff power at level 4).
Rogue’s Armor: You are at home in leather armor. You can ignore the Armor Penalty of leather armor altogether. It affects neither your Speed nor your Dexterity.
Starting Talents: You become a novice in one of the following talents:
Contacts:
Novice: You can attempt to make a contact out of an NPC with a successful Communication (Persuasion) test. The GM will set the TN based on the likelihood of you knowing the NPC or having mutual friends. The more distant the NPC’s homeland or social class from yours, the more difficult the test will be. A contact will be friendly to you, but won’t go out of the way to help you without additional motivation. You can’t make a contact out of a NPC who already dislikes you or is an enemy.
Scouting:
Novice: You can use the lay of the land to your advantage. If you fail a Dexterity (Stealth) test, you can re-roll it, but you must keep the results of the second roll.
Thievery:
Novice: You don’t let locks stand in your way. If you fail a Dexterity (Lock Picking) test, you can re-roll it, but you must keep the results of the second roll.
Warrior
Primary Abilities: Constitution, Dexterity, and Strength
Secondary Abilities: Communication, Cunning, Magic, Perception, and Willpower
Starting Health: 30 + Constitution + 6
Weapon Groups: Brawling, plus any three of the following: Axes, Bludgeons, Bows, Heavy Blades, Light Blades, Spears, or Staves.
Level 1:
Starting Talents:
You start as a novice in Armor Training.
Novice: You can wear leather and mail armor without suffering a penalty to Dexterity.
You also become a novice in two of the following talents:
Archery Style:
Novice: Your aim is true. When you take the aim action while using a bow or crossbow, you gain a +2 bonus on your attack roll instead of the usual +1.
Dual Weapon Style:
Novice: Wielding two weapons can aid you in attack or defense. If you take the activate action, you can gain either a +1 bonus on your melee attack rolls or a +1 Defense bonus vs. melee attacks until the end of the encounter. You can switch the bonus you are taking with another activate action.
Single Weapon Style:
Novice: Fighting with a single weapon demands increased awareness. If you take the activate action, you gain a +1 Defense bonus until the end of the encounter while fighting in this style.
Throwing Weapon Style:
Novice: Your accuracy is uncanny. You gain a +1 bonus on attack rolls with throwing weapons.
Two-Hander Style:
Novice: The length of your weapon and the power of your attacks forces foes to yield ground. When you hit with a melee attack with a two-handed weapon, you can move the target 2 yards in any direction.
Weapon and Shield Style:
Novice: You can use shields of all shapes and sizes. You get the full Defense bonus when using a shield.
5. Pick Equipment
6. Calculate Defense and Speed
There are two final numbers you need to calculate for your character: Defense and Speed. Defense measures how hard it is to hit your character in combat. The higher the Defense, the better. You calculate Defense as follows:
Defense = 10 + Dexterity + shield bonus (if app licable)
For the moment, you just need to know that light shields have a +1 bonus and mediums shield a +2 bonus.
You calculate Speed as follows:
Dwarf Speed = 8 + Dexterity – armor penalty (if applicable)
Elf Speed = 12 + Dexterity – armor penalty (if app licable)
Human Speed = 10 + Dexterity – armor penalty (if app licable)
Most suits of armor have a penalty that represents their weight and bulk; this naturally slows characters down some. For the moment, you just need to know that light leather armor has no penalty and heavy leather armor has a –1 penalty.
7. Pick a Name
8. Choose Goals and Character Ties to Other Characters (if any)
And that's it! If you are a mage you will need some spells, but otherwise, you're done!
Mages, I found this very handy spell index that will help you select your spells and will keep me from having to list every single one. Remember, until you reach level 5, you can only pick spells listed as being from set 1.
archaos-jdr.fr/doc/Dragon-Age-Spell-In..
Always remember, if you're lost, questions are welcome!