Esoterica From ThedasEsoterica from Thedas Volume 1 - Vault Volume 1 - Vault

August 17, 2017 | Author: Brendon Maciel Arrieta | Category: Armour, Leather, Wood, Fatigue (Medical), Armed Conflict
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Esoterica from Thedas Volume 1 - Vault...

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Esoterica from Thedas Volume 1: Vault

E soterica from T hedas V olume 1: V ault By Doug Newton-Walters

With Jenni Creagh, Anthony Jurd, Eric Oliver, and Alex Rogers

Dragon Age PnP is Copyright © 2000 – 2010 Green Ronin Publishing, LLC. All Rights Reserved http://greenronin.com/dragon_age/ Dragon Age: Origins and Dragon Age: Awakenings are Copyright Bioware and EA Games http://dragonage.bioware.com/

Art Esoterica Covers by Doug Newton-Walters Screen Captures and Runes by Jenni Creagh Griffon by Teleprod Dragon and item art by Bioware (used without permission)

The following are additions and amendments to the Dragon Age RPG by Green Ronin. These will help fill out the equipment available to players as well as provide alternate rules. The materials used are those from the computer game and like that game should probably be used in concert for all types of equipment as the PCs increase in level. The Fatigue rules give more realistic consequences to play and open up a new area for spells and abilities to affect. Hopefully this will be the first amongst many additions to the game. NOTE: None of these are set in stone. If you want a Veridium +3 Damage sword then you should go for it. These are just the material levels found in the computer game and are used to make it simple.

CONTENTS

D r a g o n A ge

Burdens

CONTENTS

Encumbrance Dwarven Encumbrance Consequences

Fatigue Activity Fatigue Equipment Fatigue Receiving Fatigue *Alternate Stunt Rules Fatigue Effects Reducing Fatigue Coup de Grace Spells

Rare Crafts Equipment Materials

3

Enchantments

31

4

Runecrafting

32

4 4

Armour Armour Materials

Shields Shield Materials

Tools of War Weapons Melee Weapon Groups Missile Weapon Groups Weapon Materials Rarity

Quality

4

Creating Runes

33

Rune Carving Rune Fusing Availabilities

33 33 33

7 8

16 16

18 18

19 20 20 22 24 24

25 26

Effects

26

Injuries 2

15

Quality:

Bloody Traumas Receiving Injuries Recovering from Injuries Bed Rest

32 32

4 4 5 5 5 6 6 6

Exceptional Equipment 8 Iron and Steel 9 Veridium 9 Red Steel 10 Silverite 10 Dragonbone 11 Lyrium 11 Hides and Leathers 12 Inscribed Leather 12 Drakeskin 13 Timbers of Thedas 13 Ironbark and Sylvanwood 14 Dragonthorn 14

Heroes’ Aegis

New Talents New Cunning Focuses

27 28 28 28 28

Enchantment Enchanting Runes Rune Slots Enchanting Items

34 34 34 34

The Dangers of Lyrium 35 Raw Lyrium Processed Lyrium Lyrium Addiction

Weapon Runes Cold Iron Runes Dweomer Runes Flame Runes Frost Runes Hale Runes Lightning Runes Paralyse Runes Silverite Runes Slow Runes

Hybrid Weapon Runes Amplification Rune Intensifying Rune Menacing Rune Momentum Rune

Armour Runes Barrier Runes Immunity Runes Reservoir Runes Stout Runes Tempest Runes

Hybrid Armour Runes Diligence Rune Endurance Rune Evasion Rune

Miscellanea Talent Changes Additional Spells Modified Spells Extra Specialisations

35 35 35

36 36 36 36 36 37 37 37 37 38

38 38 38 38 38

39 39 39 39 39 40

40 40 40 40

41 42 43 43 44

D r a g o n A ge

Burdens

P art I

Burdens E ncumbrance

and

F atigue ...

3

E ncumbrance

D r a g o n A ge

E ncumbrance

F atigue

One of the most important things to consider when equipping a warrior is how much they can carry. It is pointless to weigh them down with plate armour, tower shields and great swords if they just topple over from exhaustion as a result.

No character can fight indefinitely. Eventually they reach a breaking point where they can’t go on. In Dragon Age this is referred to as Fatigue. A character suffers Fatigue Points for performing specific actions or using certain equipment. The more Fatigue you have the weaker and more tired you become. You gain Fatigue points from certain sources.

Many a war has been won by a lightly equipped more agile force sacrificing high protection and offensive capability for the ability to outmanoeuvre their foes. They leave their enemies exhausted trying to run in circles, worn down by their own gear. In the game this effect is called Encumbrance. Each character can only carry so much weight before they are slowed down and exhausted for it. Equipment has its own Encumbrance value (abbreviated to Enc.) that you compare to the character’s Encumbrance Capacity. If a character is carrying more than they can handle it will adversely affect them. You calculate your character’s EC as follows: EC = 2 + Constitution + Strength As you can see, the stronger and tougher a person is, the more they can endure.

D warven E ncumbrance Dwarves are a hardy folk, able to lift and carry heavy burdens for long periods without complaint. Dwarves start with an EC of: EC = 4 + Constitution + Strength Dwarves aren’t the fastest of creatures but their ability to bear heavy loads means they can don the heaviest armour without wilting under the weight. This is represented by the following Focus: • Constitution Focus: Fortitude.

C onsequences If, after calculating your character’s EC and comparing it to the total Enc. of the equipment they’re carrying you find them over encumbered, certain effects come into play. For every point of Enc. your character carries that exceeds their EC, they suffer 1 point of Fatigue (see next topic) and -1 to their Dexterity as the weight bears down on them. eg. Hans has an EC of 5 and a total Enc. of 9. He is so heavily burdened that he suffers 4 Fatigue and -4 Dex until he reduces his Enc. levels. Poor Hans...

4

A ctivity F atigue Even the fittest character will lose strength and ability in protracted engagements. A character can suffer Fatigue from casting spells, performing stunts and from participating in encounters. Characters also suffer Fatigue from continual exertion. An example might be a forced march to reach a destination more quickly. Obviously a forced march through snow will be more fatiguing than a forced march through green fields, whilst an adrenalin filled haggle with a dwarf merchant is unlikely to tire someone as much as a desperate duel with a Revenant.

E quipment F atigue Unlike Activity Fatigue, Equipment Fatigue only lasts for as long as the Equipment is being used. Once equipped, increase your Fatigue total to the required amount. If you remove your equipment your Fatigue total also changes by the amount that equipment conveyed. In this way a heavily armoured character can drop their armour and run away or chase an enemy for extended periods of time without becoming exhausted. Determine Equipment Fatigue by calculating how much Encumbrance you receive for weapons, armour and shields. A character always suffers this value as standard Fatigue whilst the equipment is being carried or worn.

R eceiving F atigue

F atigue E ffects

Fatigue is an effect the GM can apply to characters at their discretion. The GM may choose to have characters make an ability test like Constitution (Stamina) in order to avoid it, with a TN appropriate to the situation. The following table lists some of the more common ways in which a character can accrue Fatigue Points.

Once your Fatigue total exceeds half your total Health you suffer -1 to all tests you perform as you start to tire. If your Fatigue exceeds your total Health you suffer -2 to all tests.

F atigue Source

Fatigue Points

Every hour of narrative exertion

1D6+

Intense Encounters

1D3-2D6

Difficult Hazards (inc. Torture)

Various

Using half Mana

1D3

Using all Mana

1D6

Receiving Magical Healing

1D3

Hit by a Mighty Blow

1D6

Knocked Prone

1D3

Certain Spell effects

Various

Performing a stunt multiple times*

2D6

Per Round at 0 Health

2D6

Equipment

Enc. - EC

*A lternate S tunt R ules If the GM wishes, characters and creatures can perform the same stunt more than once when they generate stunt points. However if they do, they receive Fatigue as they overstrain themselves. You may instead only allow PCs do this, because they’re heroic and such.

eg. Hans has a total Health of 40. If he ever accrues 21 or more Fatigue he suffers -1 to all tests. If his Fatigue level increased to 41+(!) he suffers -2 to all tests. Poor Hans...

D r a g o n A ge

F atigue

F atigue E ffects Current Fatigue Total

Test Penalty

Greater than half Health

-1

Greater than total Health

-2

However, as you suffer wounds and lose Health the effects of Fatigue become more apparent. If your Fatigue ever exceeds your current Health level, you must immediately make an Exhaustion Test vs TN 11 (or the difficulty set by the GM) using either Constitution (Stamina) or Willpower (Self Discipline). A failure means you collapse from Exhaustion and receive additional Fatigue equal to the Dragon Die from your failed roll. A success means you do not test for another 4 rounds. You no longer need to test once your Health exceeds your Fatigue ie by receiving Healing. Taking a Breather allows you to ignore the Exhaustion test until you exert yourself again.

You can accrue Fatigue from many sources, not just fighting...

5

F atigue

D r a g o n A ge

You may make a TN 11 Constitution (Stamina) or Willpower (Self Discipline) test each round after collapsing to see if you can force yourself to get up. If you fail you may test again next round; if you pass you may regain your feet as a Minor Action. eg. Hans had a hard night drinking, wenching and fighting and accrued 25 Fatigue. He now suffers -1 to all tests. Unfortunately his bender hasn’t gone unnoticed and someone jumps him in the alley. Hans is stabbed and his Health drops to 24, less than his Fatigue. He must immediately make a Constitution (Stamina) test or collapse from the combination of blood loss and Exhaustion. Hopefully the thief only wants his money... Poor Hans. In some situations a character can have full Health and still receive more Fatigue than this, generally from narrative effects like a heavy night drinking. Although you aren’t injured you have reached the maximum limit of your endurance and thus test as normal.

R educing F atigue The only way to reduce Fatigue is through sleep or over time with no strenuous activity. Healing, magical or mundane, cannot remove Fatigue. A character removes a number of Fatigue points equal to their Constitution for every hour of rest or nonstrenuous activity. 6 hours of sleep will remove: 6 + Constitution + Level Worth of Fatigue. Only long rest will reduce your exhaustion after you’ve gone beyond your normal limits, However, there are some spells that can reduce Fatigue.

C oup

de

G race

Exhausted characters with Health remaining count as being Prone and so can’t be Coup de Graced.

S pells The following spells inflict Fatigue on their target(s). Drain Life If the target fails their Constitution (Stamina) test they suffer 1D6 points of Fatigue.

Fire Blast The target suffers 1D6 Fatigue if they fail their Dexterity (Acrobatics) test and 1D3 if they pass.

Glyph of Paralysis The target suffers a number of Fatigue equal to the turns they are paralysed.

Heal The target of a successful Heal spell suffers 1D3 points of Fatigue as the mage drains their body to heal it.

Mana Drain If the target’s Mana is drained past half or full by this spell they incur an additional 1D3 Fatigue each time.

Shock Anyone in the area of effect suffers 1D6 points of Fatigue.

Vulnerability Hex Every time the target of this spell suffers Fatigue whilst afflicted by it they take double.

Weakness The target suffers a number of Fatigue equal to casting roll’s Dragon Die, whether they pass their test or not. Winter’s Grasp Anyone affected by this spell receives 1D3 points of Fatigue and 1D3 more for every Constitution (Stamina) test they fail to end its effects.

6

D r a g o n A ge

Rare Crafts

P art II

Rare Crafts Exotic Materials

of

Thedas...

7

E quipment M aterials

D r a g o n A ge

E quipment M aterials There are many and varied materials used in crafting throughout Thedas. Amongst peasants, thieves and darkspawn crude iron weaponry is common. Most militaries equip their troops with fine steel blades whilst only the most elite or rich characters will sport Veridium or Red Steel weapons. Rich institutions like the Chantry Templars are able to use their vast wealth to obtain armour made from the rare alloys found across the continent, making them a formidable foe. Red Steel and Silverite being the most sought after. Since the excesses of the Dragon Hunters of Nevarra, Dragonbone weapons have become scarce and many a duel has been fought over possession of just one. The following are several of the more exotic materials used in warcrafting and a short description of their significance to the lands of Thedas. IMPORTANT NOTE: Apart from some of the basic concepts described in here (ie that veridium has a greenish colour or that the original Elven homeland was called Arlathan) none of the information that follows is actually part of the Dragon Age setting. It was written to give some context to the materials used within the setting and tie them to the various cultures found in Thedas. Bioware and Green Ronin may decide to explore these areas themselves in which case they may not have any relationship to the situations I’ve described. If you choose to use any of the concepts I’ve written here just keep in mind that the setting wasn’t written around them (so you won’t find peasants in Green Ronin’s products being scared by Red Steel for example).

E xceptional E quipment It is important to remember when to use the rules and when to ignore them. Although these materials are listed in later chapters in ascending order, there is no need to follow this convention. If a player likes veridium and receives a new axe at a higher level, then by all means make it a veridium axe and use the rules for Silverite instead. These are listed in the most common order of power for ease of use, but there will always be weapons that are the exception to the rule. In fact that very exceptionality can be a great plot hook and story aid in its own right. The Red Steel blade Perseverance, forged as the masterwork of the Dwarven smith Jarken who insisted he could make a blade the equal of the best dragonbone sounds far more interesting than a ‘red steel sword that counts as dragonbone’. This sort of thing can even be applied to a PC’s favourite sword, rather than having them give it up for a better ingame item. If they grew particularly fond of a weapon through their adventures then you can apply the material type the other PCs have received to their trusty blade instead. That way they don’t have to compromise the story to aid in the (increasingly more difficult) game. To avoid making this the default option (and allowing the PCs to avoid spending money or fighting to get better gear) you can stipulate that the weapon requires a ‘tune up’. This could be a pricy affair, where only the most renown weaponsmith will do, or perhaps require certain materials for the handle and pommel to increase its balance and so on.

F rom H umble O rigins ...

” The Shield ”Guardiman remains Believed to be built frolids,ththe is shield of several cooking pot ss Gira during was wielded by Mistre was joked that the Second Blight. It the goodness her pot lids absorbed all her food lacked...

8

The Mail ”Anya’s Bulwailarbyk”the smith The last unfinished suit of m husband in his quest Anya, this was worn by her rers. Despite its for vengeance against her murde ingly deflected any rough iron appearance it unerr , protecting dishonourable blow struck againhisst him him from the evils that killed wife.

Algard’s Arsenal Known as a blade connoisseur, Algard collected weapons from across Thedas with unusual histories. He prized none more than his trio of blades, the Three Brothers Grim. Each was a poor quality weapon made by three feuding brothers. Caught in an Antivan standoff they were found dead in a triangle, each with the blade of another embedded in his ribs...

I ron

and

S teel

For thousands of years the Alamarri tribes fought for resources and territory with nothing but the wood of the forests and the stone of the earth. That irrevocably changed with the development of copper metalsmithing amongst the disparate clans. Metal was stronger than wood and sharper than stone and could be molded into any shape. With seemingly supernatural qualities it developed a religious significance amongst the Alamarri, revered as a gift from the earth to aid her children. Over time the holy metalsmiths developed better techniques to make their peoples’ weapons stronger, sharper. Slowly copper gave way to bronze which in turn was superseded by iron. In iron the Alamrri found perfection. It was stronger than bronze and could hold a keener edge. It survived dozens of battles without requiring reworking and could deflect enemy attacks without being damaged in the process. Only rust confounded them. So reviled was it that it took on the aspect of disease and anyone possessing rusty weapons was seen

V eridium Within the lands of men Veridium has an air of mystery about it. For many years only the elves of Arlathan knew the secret to its smelting or indeed where to find it in the first place. It became known as ‘Forest Steel’ for its green colour or ‘Elf Weave’ due to the unique method the Elves used to create lamellar armour suits. When the elves bothered to interact with the realms of men they invariably appeared bedecked in suits of Veridium armour of breathtaking quality.

as possessing an unclean warrior spirit. A warrior with such ill kept equipment was scorned as a loose woman, inviting infection. So it has been that over the thousands of years of human occupation in Fereldan, iron has been the prince of metals. Later the development of steel further improved the utility of iron, but iron has ever been friend to the Alamarri. Amongst the people of Fereldan iron is still commonly used for mundane tasks. Spades, forks and ploughs are all constructed from good solid grey iron. The poorer people of Fereldan however have to make do with inferior ores. Thus ‘pig’ iron is more brittle than normal iron but is also cheaper and easier to come by. This is the metal of choice for the Darkspawn who generally lack the capacity to forge more complicated alloys.

D r a g o n A ge

E quipment M aterials

Fereldan’s army is notably well equipped with fine steel weapons and armour. Since the liberation of Fereldan from Orlesian occupation a strong army has been of paramount importance to her continued independence.

colouration. However due to the remoteness of the ore there has never been a large trade in veridium and each ingot recovered is a valuable commodity. Since the destruction of Arlathan and subsequently the Dales the Dalish Elves have sought to reclaim what was once theirs. Veridium holds a special significance amongst them for its links to Arlathan and they will fight ferociously to recover any objects created from it with ties to their ancestral lands.

Sadly all this was lost forever when the Tevinter Imperium invaded Arlathan intent on stealing the Elves’ knowledge of magic and subjugating their people. After the excesses of Tevinter it was thought Veridium lost forever until suits of the metal showed up in collections from the time of the invasion. Later barely legible maps indicating the location of veridium mines surfaced amongst recovered caches of Elven lore. With this the metalsmiths of Thedas began to smelt veridium themselves, albeit not in the quantity or quality seen from Arlathan. Veridium is exclusively found in mineral deposits deep within forested areas. Some claim it is a product of the trees themselves, hence its distinctive green

9

E quipment M aterials

D r a g o n A ge

R ed S teel Blood Steel, Earth Blood, Tevinter Gold, these and many others are the names given to red steel. Named for its distinctive blood red lustre, it is a highly prized material for constructing weapons of war. Many scholars disagree over just what red steel actually is. Despite its name it isn’t a derivation of iron, but a unique ore in its own right. However some believe this to be an ore of iron alloyed with some other substance that gives it its strength rather than a unique metal. Whatever the case the biggest limitation on the creation of red steel is the location of the ore. Almost exclusively found in the deepest, oldest bones of mountains it is not easy to retrieve. Within the lands of Thedas it is the Tevinter that prize it most highly for they believe it to be the lifeblood of the earth itself. Control of red steel would thus be control of the very

S ilverite The most highly prized of all metals in Thedas, silverite holds a position of religious reverence with the Chantry. Seen as the Light of the Maker made manifest it is sought after to craft holy icons and to construct the raiment of the Templars. This reverence sees it used to construct items of particular significance, such as a Teryn’s armour or a Commander’s sword. Equipped thusly they appear as holy warriors infused with the Maker’s light. So it is that anyone bearing silverite is accorded great respect by the faithful, something the more unscrupulous elements of Thedas exploit to their fullest. The composition of siliverite is unknown. It neither rusts like steel nor bends and breaks like silver. Some claim silverite ore is the tears the Maker shed when he turned from the world after the desecration of the Golden City. Others believe it to be his last parting gift, so unwilling was he to leave. Objects crafted from

10

foundations of the earth. Many a Tevinter mage has attempted to use red steel in their experiments to manipulate earth, hoping to gain advantage over other kingdoms by turning their own lands against them. It is this association with the Tevinter and their long history of Blood Magic that has given red steel a sinister reputation. Amongst many of the simpler folk in Thedas red steel is an evil metal that consumes the blood of its victims. It’s colour reflecting the souls of the dead trapped within. Wealthy mercenaries will often use red steel weaponry and armour in order to capitalise on the superstitious dread it engenders, using intimidation rather than force to accomplish their goals. There are some though that see it as a more noble metal, stained red with the blood of those that wield it in defence of their homelands.

silverite will outlast almost anything else, further reinforcing its miraculous reputation in Thedas. To find silverite is no easy task. There is no surefire method of uncovering the ore and although the Dwarves are master miners not even they can find it with much more certainty than a surfacer. The more superstitious humans bring chanters whilst fossicking, hoping to gain the Maker’s blessing to discover the ore. Whether this actually helps or not is unknown, but it doesn’t stop them trying. To uncover a seam of silverite is to set yourself up for life, so many a would-be miner wanders aimlessly through the rocky parts of the world in an attempt to find the elusive metal. Due to its holy reputation it is the weapon of choice when confronting creatures of unnatural origin, like Demons and Darkspawn. Silverite is said to sear their unholy flesh and boil their blood with the merest touch. Many use their life savings to purchase tiny devotional icons of silverite in the hope that it will ward off the unholy monsters at their door.

D ragonbone The dragon holds a unique place in Thedan lore. Mightiest of beasts, slayer of kings, it has had a terrible yet noble reputation. It was this unique status that ultimately led to its virtual extinction. Mighty heroes from across Thedas all competed to slay the beasts as a test of their prowess and none won more renown than the Dragon Hunters of Nevarra. The most famous of these warriors hailed from the Pentaghast Clan, intent on claiming the glory only slaying a dragon could provide. Their actions were remarkably successful and dragons became a thing of legend. The initial success of the Dragon Hunters flooded the market with dragonbone which quickly became the most sought after material in Thedas. The wearing of dragonbone in any form became a symbol of heroic status and orders for dragonbone from the ruling elite across Thedas flooded in. Sadly the supply dried up as the Dragon Hunters did their job until the material again became scarce.

L yrium More valuable than almost any substance in Thedas, Lyrium is perhaps also the most dangerous. In Tevinter it can fetch prices higher than diamond as the mage lords of that land vie for even a small amount. Lyrium is a powerful magic amplifier and when folded into metals produces magical effects of amazing potency. Apart from the Dwarven lands however, it is an extremely controlled and regulated substance. The Chantry maintains complete monopoly of its export from the Dwarves, ensuring they control who can receive it and the price asked. Needless to say the Chantry is quite wealthy because of this. The Chantry maintains a religious defence of its monopoly. They claim Lyrium to be the “Waters of the Fade” described in the Canticles of Threonides, the essence of Creation that the Maker used to form the world. Amongst the Dwarves it has an almost equally revered position. They see it as the “Gift” or “Song” of the Stone, given over specially to the Dwarven people for their joining with the Stone.

Dragonbone, unlike other materials used in the creation of weaponry, is exactly what it sounds like. A dragon’s bones are stronger than steel and harder than silverite. Rather than the traditional methods of bone shaping, such is the resilience of dragonbone that it requires working like metal. However it cannot be reforged if an error is made so it is a brave or skilled weaponsmith that attempts to shape a weapon from the bones of dragons.

D r a g o n A ge

E quipment M aterials

Even in the Dragon Age it is seen as the ultimate status symbol amongst the elite and is believed to impart some of the ferocity of the animal on to the wielder. Amongst the Nevarrans dragonbone is as much a badge of authority as a status symbol. Any clan that can boast a weapon or armour suit made from the material can draw a direct relationship to the original hunters from so many years ago.

Over half of all wealth in Orzammar is due to the trade of Lyrium to the surface. But even then the Dwarves are frugal in their sales. Only a tiny fraction of the precious ore is sold to the surface. The greater majority of Lyrium is given over to the most skilled Dwarven Craftsmen in order to fashion powerful magical weapons and armour of unsurpassed quality. In its raw unprocessed form Lyrium is extremely hazardous. Only a few select Mining Caste Families brave its extraction, following the song it resonates through the Stone. The Dwarves have developed a great tolerance of Lyrium but even they can still be physically and psychologically damaged by its unprocessed form. To a non Dwarf Lyrium can sear the flesh and burn the mind, whilst to a mage it is almost immediately fatal.

11

E quipment M aterials

D r a g o n A ge

H ides

and

L eathers

Since men first came to Thedas the skins of animals provided their main clothing. Initially these were just the untanned, furry hides of the wolves, bears and other animals they shared the lands with. Over time the manufacture of leathers became a more sophisticated process. With the introduction of various natural chemicals like urine and lime as well as the use of dung and brains to bate the skins, tanners were able to make longer lasting, harder wearing leather. This combination of compounds is where tanneries got their odiferous reputation. Leather is most commonly used for simple clothing; belts, shoes and coats. Amongst the warriors of Ferelden it makes fine lightweight armour. Only the most primitive peoples still use rough untreated hides.

I nscribed L eather This is an unusual and rather expensive form of lamellar leather that involves lyrium and runic inscription. The peculiarities of its creation require the aid of a Formari or Dwarven lyrium folder during the early stages of the leather’s working. Whilst the hide is being cured, small runes will be carved into its surface and lyrium infused into them. This is repeated several times at different stages of the process with each layer of leather receiving its own runic inscription before it is compressed together to form a single hard sheet. Such a labour intensive process requires both skilled runic inscription and leather working to ensure the leather is not destroyed in the process. As such only the most renowned leather workers ever attempt to create inscribed leather, dependent on the willingness of any available lyrium folders of course. This drives the price of inscribed leather up substantially ensuring only the rich or lucky ever manage to obtain it.

12

More expensive leathers are made using a variety of methods. Extensive boiling and pounding can produce extremely hard skins, almost as tough as wood. The boiling however tends to shrink the skin and so more leather is required to craft an article than would otherwise be the case. More expensive than boiled leathers, reinforced leathers tend to have additional materials stitched into them to provide extra protection. The most common is the metal stud, an oversized metal rivet driven through the leather to help deflect enemy blows. Other more exotic styles include scale leather with its stitched metal plates and woven leather where multiple strips have been woven into a matt. For the modest warrior leather is the easiest and cheapest option.

Once finished the leather takes on a slight bluish cast due to the tiny amounts of lyrium contained within. The inscriptions of protection and fortitude carved throughout provide greater protection than anything else except leathers made from dragon hides. Given the rarity of dragons preceding the Dragon Age, inscribed leather was the single best leather material available in Thedas. Even now with the return of dragons, the danger posed in trying to obtain their skins ensures that the trade for inscribed leather continues strongly.

D rakeskin The leatherworkers of Thedas are capable of turning almost any hide into leather, from horse to nug. The most prized of all hides are those of dragonkind. However, these creatures possess a skin of extraordinary toughness and it requires specialised methods to cure them. Rather than the noxious solutions used for mundane leather, drake skin requires a specially prepared lyrium solution. Only lyrium is potent enough to tenderise the iron hard skin. Like inscribed leather, this process is labour intensive and requires a lyrium specialist to oversee the entire operation. The lyrium is highly dilute but the sheer quantity used requires heavy shielding and isolation to protect the workers from its effects.

of strength and skill to get right. During the excesses of the Nevarran Dragonhunters drakeskin armour became relatively common. Its superior protection and comparative light weight made it ideal for those attempting to track and slay the great beasts. Since that time drakeskin armour has come to epitomise the skill and daring of the dragon hunter and has been adopted by several prestigious warrior organisations as a badge of honour. The most famous of these is the Nevarran Scaleblades, a warrior brotherhood that specialises in dual weapon fighting and skirmish tactics. It is said their stamina allows them to run an enemy into the ground, whilst delivering death by a thousand cuts.

D r a g o n A ge

E quipment M aterials

It takes multiple lyrium treatments over several weeks to get drake skin malleable enough to work into a suitable shape, although even then this requires a lot

T imbers

of

T hedas

Throughout Ferelden the most commonly used timbers come from the Ash, Elm, Whitewood and Yew trees. These are used in a variety of ways, from support structures to fencing and boats. Elm is a medium density wood noted for its splitresistant interlocking grain. This feature makes it incredibly useful in construction where an object is under high stress, such as a carriage wheel or winch. Unlike many other woods Elm is resistant to decay when wet making it an ideal wood to use for cheap water piping. Its bark and seeds are also edible and have saved many a community from starvation during famine as well as providing fodder for livestock. Denser than Elm, the Ash is favoured for jobs that require strength and flexibility, such as in the construction of farm tools and buildings. Its superior finishing quality also makes it popular with woodcrafters for furniture.

Of all the timbers used in Ferelden none are loved more than the Yew. Perfect for the construction of bow staves due to its compression resistant heartwood and its stretch resistant sapwood, Yew is used extensively by Ferelden military forces. In fact so popular is the Yew that it has, in the past, been harvested to the brink of extinction. Ferelden had to import Yew from the Free Marches in order to fill their quota until royal decree protected the Yew from harvest. Yew is also used as a medicine in the Tevinter Imperium for palpitations. Whitewood is a rarer timber than the previously mentioned woods used in Ferelden. It is generally only harvested from densely forested areas, any attempts to cultivate them having ended in failure. This peculiarity means it is used mostly by the nobility for construction and furniture or to produce breathtaking shields and bows.

The sugary secretions of the Ash are used by the Avvars to brew potent meads as part of their pagan rituals.

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E quipment M aterials

D r a g o n A ge

I ronbark

and

S ylvanwood

Within Thedas there are several legendary timbers much sought after by the nobility. Ironically the Dalish Elves have far greater access to these exotic materials and are understandably reluctant to share them. It is a lucky human that can obtain even a small item made from these exotic woods. Lucky or devious... The origin of Ironbark is a hotly contested topic amongst botanists. Many see it not as a unique tree but a working process only the Dalish know, using resins to harden the wood to a steel like quality. There are some instead that believe Ironbark is taken from Sylvans exorcised by Dalish Keepers, retaining some of the spirits magic. Whatever the truth Ironbark is an exceedingly strong wood that can hold an edge, or maintain a tension in excess of the best steel. Ironbark bows can produce a force capable of completely penetrating heavy plate and the

D ragonthorn The legends surrounding Dragonthorn are many and varied. It’s rarity ensures that only the most dedicated horticulturists have any inkling into its true nature. Amonst the Avvars it is the spittle of Dragons, dried in the heat of their flames and enthorned with the boneshards of their victims. The Nevarrans claim it to be the bowels of Dragons grown from the corpses of their host. As that land is famous for its Dragonhunters many believe their claims. Many attribute the plant’s reddish colour to the blood of animals that seeps into the ground from a Dragon’s kills. In reality Dragonthorn is a far more mundane substance than any of the fancy tales spun by Thedans. Its rarity is entirely due to the rarity of Dragons. For Dragonthorn is a woody vine that relies on Dragons for its survival. The thorns that cover a Dragonthorn plant are

14

wearer. Ironbark shields are favoured by the Dalish for their light weight and resilience, perfect for the Dalish’s favoured lightning hit and run tactics. In the darkest, oldest parts of the forests of Thedas demons claw at reality, clutching at anything with a spark of life. In these circumstances they may find the steady pulsing rhythm of the forest itself. With nothing else nearby the demon may possess a tree and slowly mold it into a Sylvan. It is said that not all Sylvans are created by demons. Others may be the result of more benevolent spirits. Unfortunately most people attack first rather than attempt to ascertain a Sylvan’s disposition. From Sylvans comes Sylvanwood, one of the hardest woods in Thedas. The unnatural magical modifications made to the tree by the possessing spirit greatly strengthens the woody fibres. This magical infusion is where a Sylvan’s great strength comes from and it is why Sylvanwood bows are the dread of any that face them. It is said that some of the Sylvan’s malevolence lingers still within the wood, taking any opportunity to lash out in rage. Arrows fired from a Sylvanwood bow have been known to penetrate stone such was their power, whilst shields of the substance break bones as they smash their foes to the ground. extremely sharp and strong, capable of piercing steel. The seed capsules of the Dragonthorn use these iron hard spikes to attach themselves to the bodies of animals in order to be dispersed across the land. Most often the damage caused by the thorns will kill any animal through blood loss, but not those of Dragonkind. Instead the Dragons will irritably scratch off the seed or use their flame, leaving it in a new location. This is generally why Dragonthorn is found most often around the mountainous lairs of Dragons. However it is not simply enough for the Dragon to transport the seeds, they must aid their germination. Dragonthorn seed capsules will not open except under intense heat. Their shells, as strong as their thorns, are virtually indestructible and cannot be digested. Only the heat of a Dragon’s breath will force the capsules open and so only the presence of Dragons will ensure the continuation of the Dragonthorn. It is no wonder then that Dragonthorn is such a rare wood. But it if can be sourced and if there is a woodcrafter with enough skill, the Dragonthorn can produce some of the most powerful bows known to any Kingdom.

D r a g o n A ge

Heroes’ Aegis

P art III

Heroes’ Aegis A B ulwark against D arkness ...

the

15

A rmour

D r a g o n A ge

A rmour

A rmour M aterials

Armour is common in Thedas, as it is continually riven by war. Most characters make use of mail armours as they are the easiest to manufacture. The Dalish are masters of leatherwork and are most often seen hunting in intricately engraved full lether suits. The Chantry Templars on the other hand almost always go about their work in full plate from head to foot.

Rich institutions like the Chantry Templars are able to use their vast wealth to obtain armour made from the rare alloys found across the continent, making them a formidable foe. Red Steel and Silverite being the most sought after. Since the excesses of the Dragon Hunters of Nevarra, Dragonbone weapons have become scarce and many a duel has been fought over possession of just one.

Protective Clothing: This armour requires no talent to use, it just reflects particularly well made or tough clothing. Only poor farmers or alley trash would be wearing clothing with no protective value at all. Note that not all clothing will have an armour rating and it is perfectly acceptable to have normal clothing without armour. This can represent any type of clothing from the robes of a mage to the padding of a dog trainer.

Leathers used in Thedas come from a multitude of sources but the most prized is Dragon Leather. Needless to say it is both rare and expensive.

Encumbrance: Armour is heavy, sometimes very heavy. You use the armour’s Enc. value to determine how overburdened your character is whilst wearing it.

A rmour Type

Rating

Enc.

Cost

Protective Clothing Light Clothing

1

1

5 sp

Heavy Clothing

2

2

10 sp

Light Armours Leathers

3

3

15 sp

Studded Leathers

4

4

30 sp

Brigandine

5

5

50 sp

Armour: Armour or Shields made from one of the following materials increases the Armour Rating and Defence by the value given. The items retain the same Enc. and count in all ways as the same type (Light Mail or Heavy Plate for example) but their protective values change.

L eather M aterials Material

Cost Multiplier

Leather Armours only Rough Hide

-2 Armour

1/4x

Cured Hide

-1 Armour

1/2x

Standard

1x

Hardened Leather

+1 Armour

2x

Reinforced Leather

+2 Armour

4x

Inscribed Leather

+3 Armour

8x

Drakeskin Leather

+4 Armour

16x

Leather

M ana S train

Medium Armours Chain Mail

6

6

75 sp

Splint Mail

7

7

100 sp

Light Armour

2 Mana

Scale Mail

8

8

150 sp

Medium Armour

4 Mana

Heavy Armour

6 Mana

Heavy Armours Half Plate

9

9

250 sp

Full Plate

10

10

500 sp

Leather

16

Modification

Reinforced Leather

Armour Type

Inscribed Leather

Strain

Drakeskin Leather

M etal M aterials Material

Modification

Cost Multiplier

Mail and Plate Armours only Iron

-2 Armour

1/4x

Grey Iron

-1 Armour

1/2x

Standard

1x

Veridium

+1 Armour

2x

Red Steel

+2 Armour

4x

Silverite

+3 Armour

8x

Dragonbone

+4 Armour

16x

Steel

Iron

Clothing is as much a status symbol as it is a covering. Some rare materials provide considerably more protection than one would expect given their diaphanousness.

C loth M aterials Material

Modification

Cost Multiplier

Rags

-2 Armour

1/4x

Peasant Clothes

-1 Armour

1/2x

Standard

1x

Spider Silk

+1 Armour

2x

Shadowthread

+2 Armour

4x

Inscribed Clothes

+3 Armour

8x

Dragonweave Clothes

+4 Armour

16x

Clothing only

Clothes

D r a g o n A ge

S hields

Grey Iron

Steel

Veridium

Red Steel

Silverite

Dragonbone

17

S hields

D r a g o n A ge

S hields

W ood M aterials

Along with armour, shields protect a character from harm. From the simplest leather wrap wooden targe to the impressive tower shield, a shield can mean the difference between life and death. Just like armour, shields can be made of different materials, with the rarest and most expensive providing the most protection.

S hields Type

Material

Modification

Cost Multiplier

Elm

+2 Encumbrance

1/4x

Ash

+1 Encumbrance

1/2x

Yew

Standard

1x

Whitewood

+1 Defence

2x

Ironbark

+2 Defence

4x

+2 Defence, +1 Armour

8x

Dragonthorn +2 Defence, +2 Armour

16x

All Shield Types

Sylvanwood

Defence

Enc.

Cost

Light Shield

+1 Defence

1

15 sp

Medium Shield

+2 Defence

2

30 sp

Heavy Shield

+3 Defence

3

60 sp

Encumbrance: Shields have an Enc. value just like armour and weapons. You use the shield’s Enc. value to determine how overburdened your character is whilst using it. Grey Iron

Yew

S hield M aterials Like armour, shields can come in a variety of forms. The elves often use rare woods in their shields, whilst the dwarves prefer round steel targes. A well made shield is a character’s best friend. Encumbrance Modification: Primitive shields may provide the same protection as superior ones, but they are invariably clumsy and awkward. A shield with this modification increases its Encumbrance value by the amount indicated.

Whitewood Sylvanwood

Steel

Defence: When a shield is made from one of these materials it modifies its Defence bonus by the value given.

M etal M aterials Material

Modification

Cost Multiplier

Iron

+2 Encumbrance

1/4x

Grey Iron

+1 Encumbrance

1/2x

Standard

1x

Veridium

+1 Defence

2x

Red Steel

+2 Defence

4x

Silverite

+2 Defence, +1 Armour

8x

Dragonbone

+2 Defence, +2 Armour

16x

All Shield Types

Steel

Red Steel

Silverite

18

Viridium

Dragonbone

P art 3

D r a g o n A ge

Tools of War

Tools of War A W arrior ’ s B est F riend ...

19

W eapons

D r a g o n A ge

W eapons

M elee W eapons

Adventuring is not a safe occupation. Sooner or later you’ll find yourself cornered by rampaging darkspawn. When that happens, you’ll want a good weapon in your hand. It’s also important that you be trained in the weapon’s use. If you’re not, you’d be better off trying harsh language.

M elee W eapon G roups Weapons are divided into Groups of similar implements. If you are trained in a Weapon Group, you can use any weapon in that group. If you are untrained in a Weapon Group however, you suffer a –2 penalty on attack rolls when using a weapon from that group and will not benefit from any special rule the group has. The following lists several new Weapon Groups and extends the options for existing ones. The Melee Weapon Groups are: Axes, Bludgeons, Brawling, Flails, Heavy Blades, Light Blades, Spears and Staves. Encumbrance: Weapons have an Enc. value just like armour and shields. You use the weapon’s Enc. value to determine how overburdened your character is whilst using it. Minimum Strength: Weapons have a minimum Strength recommendation. Individuals with a lower strength than that listed won’t be able to wield the weapon to its full capacity. You may wield any weapon, regardless of minimum Strength recommendation, however you suffer a negative to damage and attack for each point your Strength is lower than the recommendation. eg: Hans has Str -1 and is wielding a two-handed axe with a min. str recommendation of 3. The difference is 4 (0, 1, 2, 3) so Hans would be at -4 to attack rolls and -4 to damage rolls. No wonder Hans was robbed so easily. Poor Hans...

M elee W eapon R anges Weapon

Short Range

Long Range

Reload

Throwing Axe

4 yards

8 yards

Minor Action

Throwing Knife

6 yards

12 yards

Minor Action

Throwing Spear

8 yards

16 yards

Minor Action

You can use a throwing weapon in melee using its standard damage if you wish.

20

Weapon

Damage

Min. Str Enc. Cost

Axes Group (Strength) Piercing Battle Axe

2d6

1

2

14 sp

Hatchet

1d6+3

0

1

10 sp

Throwing Axe

1d6+2

1

1

10 sp

3d6

3

3

20 sp

Two-handed Axe

Bludgeons Group (Strength) Crushing Hammer Mace Morningstar

1

Two-handed Maul

1d6+2

0

1

6 sp

1d6+3

1

2

12 sp

2d6

2

2

14 sp

2d6+3

3

3

19 sp

Brawling Group (Dexterity) Fist

1d3

-

-

-

Gauntlet

1d3+1

-

1

4 sp

Improvised Weapon

1d6–1

-

2

-

Punch Dagger

1d3+3

-

1

8 sp

Flails Group (Dexterity) Flailing Flail

2d6+2

2

3

14 sp

Spiked Chain

1d6+3

0

1

9 sp

3d6

3

3

17 sp

3d6+2

3

4

20 sp

Two-Handed Flail Two-Handed War Flail

Heavy Blades Group (Strength) Defensive Bastard Sword1

2d6

2

3

20 sp

1d6+3

0

1

12 sp

Long Sword

2d6

1

2

18 sp

Two-handed Sword

3d6

3

3

23 sp

Falchion

Light Blades Group (Dexterity) Accurate Dagger

1d6+1

-

1

9 sp

Short Sword

1d6+2

–1

1

14 sp

Stilhetto2

1d6+1

-

1

10 sp

1d6

-

1

10 sp

Throwing Knife

Spears Group (Strength) Reach Halberd3

1d6+3

2

3

25 sp

Spear

1d6+3

0

2

12 sp

Throwing Spear

1d6+1

0

2

12 sp

Two-handed Spear

2d6+1

1

3

20 sp

Staves Group (Dexterity) Club

1d6

-

1

1 sp

Metal Shod Staff

1d6+3

1

2

11 sp

Quarterstaff4

1d6+1

-

2

3 sp

1 These weapons may be used two handed or one handed. Choose before striking. When used two handed they roll an additional d6 and discard the lowest roll. 2 Stilhettos replace Accurate with Piercing. 3 A halberd can be used to chop, replacing Reach with 2d6+3 Piercing damage. It is always used two-handed. You need a minimum strength of 3 to do this properly. 4 Quarterstaves have the Defensive rule.

Special Rules: Some of the Weapon Groups possess special rules:

Piercing: Any Damage suffered from this weapon after Armour reduction is increased by 1. Flailing: Reduce the Defence bonus of a target’s Shield by 1. It takes a Major Action to Ready a Flailing weapon and you cannot perform an Aim action with one. Reach: Increases Adjacent reach by 2 yards.

Accurate: Gain +1 to Attack rolls with this weapon. Crushing: Ignores 2 points of the target’s Armour. This has no effect on the Pierce Armour Stunt. Defensive: Adds 1 point to the wielder’s Defence. You lose this when Dual Wielding with one or more Defensive weapons. An expert in the Duelling Weapon Group may choose whether to use Accurate, Defensive, or Piercing on their weapons when attacking.

D r a g o n A ge

W eapons

M elee W eapons Iron

Grey Iron

Veridium

Silverite

Steel

Red Steel

Dragonbone

21

W eapons

D r a g o n A ge

M issile W eapon G roups Like Melee weapons Missile weapons are divided into specific groups. If you are trained in a Missile Weapon Group, you can use any weapon in that group. If you are untrained in a Missile Weapon Group however, you suffer a –2 penalty on attack rolls when using a weapon from that group, you halve the range of the weapon and will not benefit from any special rule the group has. The following lists several new Weapon Groups and extends the options for existing ones. Missile weapons add Perception to Damage instead of Strength. The Missile Weapon Groups are: Bows, Crossbows and Slings. Encumbrance: Weapons have an Enc. value just like armour and shields. You use the weapon’s Enc. value to determine how overburdened your character is whilst using it. Minimum Strength: Missile weapons have a minimum Strength recommendation. Individuals with a lower strength than that listed won’t be able to wield the weapon to its full capacity. You may wield any weapon, regardless of minimum Strength recommendation, however you suffer a negative to damage and attack for each point your Strength is lower than the recommendation. Short Range: Attacks within this range roll normally. Long Range: If your target is further away than short range and up to long range, your attack suffers a –2 penalty. Reload: After you make a ranged attack, you must reload before you can fire again. Reload is an action which can be a major, minor, or free action depending on the weapon and your talents. This entry on the table indicates the type of action required to reload each weapon. Talents may change this. Special Rules: Some of the Missile Weapons Groups possess special rules: Fast: These weapons have no reload time. If you have the Journeyman level of the Archery talent and a weapon with this rule you may make an additional attack as a minor action. The Master level works for both attacks. Piercing: Any Damage suffered from this weapon after Armour reduction is increased by 1.

22

M issile W eapons Weapon

Damage

Min. Str Enc. Cost

Bows Group (Dexterity) Short Bow

1d6+1

1

Bow

1d6+3

2

2d6+1

3

Long Bow

1 2 3

8 sp 14 sp 20 sp

Crossbows Group (Dexterity) Piercing Crossbow Pistol Crossbow Heavy Crossbow

1d6+2

0

2d6

1

2d6+3

2

1 2 3

18 sp

2

-

20 sp 26 sp

Slings Group (Dexterity) Fast Slingshot Sling Staff Sling

1d3+1

-

1d6

-

1d6+3

-

4 sp 10 sp

M issile W eapon R anges Weapon

Short Range

Long Range

Reload

Bow

24 yards

48 yards

Minor Action

Crossbow

30 yards

60 yards

Major Action

Crossbow Pistol

10 yards

20 yards

Minor Action

Heavy Crossbow

36 yards

72 yards

Major Action

Long Bow

28 yards

56 yards

Minor Action

Short Bow

15 yards

30 yards

Minor Action

Slingshot

6 yards

12 yards

Fast

Sling

20 yards

40 yards

Fast

Staff Sling

24 yards

48 yards

Fast

M issile W eapons Elm

Whitewood

Sylvanwood

Ash

Yew

D r a g o n A ge

W eapons

Ironbark

Dragonthorn

23

W eapons

D r a g o n A ge

W eapon M aterials There are many and varied materials used in crafting throughout Thedas. Amongst peasants, thieves and darkspawn crude iron weaponry is common. Most militaries equip their troops with fine steel blades whilst only the most elite or rich characters will sport Veridium or Red Steel weapons.

C loth M aterials Material

Modification

Cost Multiplier

Slings only

Cost Multiplier: This is the amount a weapon created from these materials costs in excess of the standard amount given.

Rags

-2 Damage

1/4x

Peasant Cloth

-1 Damage

1/2x

Standard

1x

Damage: These materials affect the lethality of the weapons constructed of them. Increase the damage by the number given.

Spider Silk

+1 Damage

2x

Shadowthread

+2 Damage

4x

Inscribed Cloth

+3 Damage

8x

Dragonweave Cloth

+4 Damage

16x

M etal M aterials Material

Modification

Cost Multiplier

All Weapon Groups except Bows and Brawling Iron

-2 Damage

1/4x

Grey Iron

-1 Damage

1/2x

Standard

1x

Veridium

+1 Damage

2x

Red Steel

+2 Damage

4x

Silverite

+3 Damage

8x

Dragonbone

+4 Damage

16x

Steel

It is not just the metals of Thedas that run to the exotic. There are many rare and precious woods used to make superior bows and crossbows, many of which the elves have known for thousands of years.

W ood M aterials Material

Modification

Cost Multiplier

Bow and Staff Weapon Groups only

24

Even slings can be constructed of superior materials, although this is uncommon and often only done so as some sort of symbolic gift.

Elm

-2 Damage

1/4x

Ash

-1 Damage

1/2x

Yew

Standard

1x

Whitewood

+1 Damage

2x

Ironbark

+2 Damage

4x

Sylvanwood

+3 Damage

8x

Dragonthorn

+4 Damage

16x

Cloth

R arity Superior materials are not only expensive, they are also quite rare. Some are virtually unknown and must be found in the mysterious parts of Thedas. Anything above Steel is unlikely to be available in stores, at least not to the common man. Smiths may have special stores for the discerning and rich individual, but more often than not they simply don’t have the stock. GMs wishing to use materials can make them rewards for major story arcs, or perhaps available through exclusive weaponsmiths if they’re on good terms with them.

D r a g o n A ge

Quality

P art 4

Quality M asterworks

of

W ar ...

25

Q uality :

D r a g o n A ge

Q uality : Generally the better quality an item the better materials it is made from. Although weapons and armour can ostensibly be created in any quality, for practical purposes no smith would ever waste precious Silverite in a poorly constructed item, much less Dragonbone. The overwhelming majority of items fall into the Average quality. You would have to seriously botch your smithing or have little training in it to create a Crude or Poor weapon. Similarly only a handful of weapons or armour would be considered Superior and even fewer Magnificent. These are rare and famous items with long and bloody histories. Cost: Average weapons use the costs given in the weapon table. Crude and Poor weapons will be a quarter or half the price of Average weapons respectively (after working out cost for the Material type). Superior and Magnificent quality weapons are not for sale. They are either made to order or passed on from master to master (or from victim to slayer...).

E ffects The following tables lists the different materials that weapons and armour can be constructed from and the level of quality they may be made to. Materials marked with a ~ rarely reach that Quality. These are general guidelines only. If you wanted a Magnificent Iron Battle Axe then there is nothing stopping you, indeed some of the more famous weapons started their lives as ordinary peasant tools that were later enchanted into effective implements of death by their sentimental owners. Weapons: When used for weapon qualities the modifiers given are applied to Attack Rolls. Armour and Shields: When used for armour and Shield qualities the modifiers given are applied to the item’s Encumbrance value for the purposes of determining total Encumbrance.

Q uality Weapon Material

Armr/Shld Crude Poor Average Superior Magnificent Material +2 +1 0 -1 -2

Metal Materials Iron











Grey Iron











Steel











Veridium









~

Red Steel









~

Silverite











Dragonbone















Leather Materials Rough Hide







Cured Hide











Leather











Hardened Leather









~

Reinforced Leather









~

Inscribed Leather











Drakeskin Leather















Wood Materials Elm







Ash











Yew











Whitewood









~

Ironbark









~

Sylvanwood











Dragonthorn











Cloth Materials Rags











Peasant Cloth











Cloth











Spider Silk









~

Shadow thread









~

Inscribed Cloth





















Dragonweave

Cloth

26

Crude Poor Average Superior Magnificent -2 -1 0 +1 +2

P art 5

D r a g o n A ge

Bloody Traumas

Bloody Traumas T he P rice

of

V ictory ...

27

I njuries

D r a g o n A ge

I njuries

R ecovering

Even with the best armour and weapons money can buy there is always a chance an enemy blade will get through. Going into battle is a dangerous business and can result in horrific injuries or even amputations. The following are optional rules to represent the serious injuries adventurers can suffer from during their risky occupation,

R eceiving I njuries During the desperate back and forth of melee potentially life threatening injuries can be suffered. If the Dragon Die on any attack roll is a 6 and the target suffers Damage equal to or more than their Constitution value, they have suffered an Injury. The attack has struck in just the right way so as to produce a debilitating wound. To determine which Injury the target has suffered, you can either roll on the following table and apply the result, or you can shuffle the cards provided and draw one randomly. A character can only ever receive one of each type of Injury, if they roll or pick one they already have, roll or pick again until they have received one they don’t have.

R andom I njury 1d6 Roll

Injury

Success Threshold

1-3 Roll Again on the Table Below: 1

Concussion -2 Mag

9

2

Head Trauma -2 WP

12

3

Deep Wound -1d6 to Healing

14

4

Broken Bone -2 Dex

19

5

Gaping Wound -10% max Health

16

6

Deafened -2 Per

10

4-6 Roll Again on the Table Below:

• • • •

1

Coughing Blood 2d6 Fatigue

14

2

Cracked Skull -2 Cun

17

3

Crushed Limb -2 Str

13

4

Damaged Eye -2 Com

11

5

Mauled Throat -2 Con

15

6

Wrenched Limb -2 Attack

9

Mauled Throat does not affect Health. Broken Bone will also affect Defence and Speed. Deep Wound reduces any Healing effect by 1d6. Gaping Wound reduces the maximum Health the character can have by 10%.

These penalties apply immediately and will affect the character until the Injury has been removed.

28

from I njuries

Injuries heal over time. The recovery process can also be aided by experienced healers and magic to repair them faster. In order to be eligible to Recover Injuries a character must have had a full night’s rest and have at least three quarters of their Health. If these conditions are not met the character is insufficiently healthy to allow their body to recover. This effectively sets the healing Threshold of each Injury at one day per test. Recovering from Injuries is an Advanced test with a TN of 10 + the number of Injuries the character possesses. See the cards or Random Injury Table for the Success Threshold required for each Injury type. This is a Constitution test. No Focus is usable (there is no Constitution Recovery Focus). A Cunning (Healing Focus required) test may be attempted instead by the character or someone else. Once the Threshold has been reached the character has successfully healed their injury enough to continue with your adventures unimpeded. You may use a Magic Healing spell in addition to a normal Heal test, effectively providing two healing attempts per day. The spell must be cast at full power. Don’t roll for Health regeneration, instead if the spell is cast successfully treat the Casting Roll as a Recvoer roll for a single Injury suffered by the target. You must roll for each Injury separately, although they each possess the same TN. At the GM’s discretion diseases and poisons that have affected the character around the time they received the Injury may increase the TN of the test.

B ed R est You will notice that there are twelve Injuries which means a character with all twelve will have a TN of 22 for each injury. In this instance they are obviously in a very bad way and would require at least Constitution 4 or someone with great Cunning (Healing) to help them recover. You may recover from any number of Injuries if you receive continuous Bed Rest for an extended period of time. For each full week of Bed Rest you have you reduce the Success Threshold of each Injury by 5. This means that after four weeks of Bed Rest you will have healed all your Injuries. See the following pages for a copy of each Injury Card. It would be best but not necessary to have a set for each PC so they can draw from their own deck, ensuring they will only receive injuries they haven’t already got. Simply print pages 31-32, cut out the cards and fold them together with glue.

Concussion

Head Trauma

Deep Wound

Broken Bone

-2 Magic

-2 Willpower

-1d6 to Healing

-2 Dexterity

Injury

Injury

Injury

ST 9

-10% max Health

Injury

ST 10

ST 16

Injury

-2 Perception

Injury Gaping Wound

ST 14

Deafened

ST 12

ST 19

Coughing Blood

Cracked Skull

Crushed Limb

Damaged Eye

2d6 Fatigue

-2 Cunning

-2 Strength

-2 Communication

Injury

Injury

Injury

Injury

ST 13

ST 11

-2 Constitution

ST 15

-2 Attack

ST 9

Mauled Throat

Injury

ST 17

Injury

ST 14

Wrenched Limb

P art 6

D r a g o n A ge

Enchantments

Enchantments T he I ntellectual ’ s C raft ...

31

R unecrafting

D r a g o n A ge

R unecrafting Across the lands of Thedas magic has played an important, if controversial role, in society. This is largely due to the infamous exploits of Tevinter’s Magisters. The Tevinter mages have used magic for everything from cleaning houses to building them. Perhaps one of their most famous and unusually, most accepted practices is the creation of Runes. Because of their Tevinter origin Runes are still inscribed as Tevinter script, symbols from their ancient past representing different aspects of the world. Outside Tevinter these are the only instances of Tevinter writings used. Runes are designed to use Lyrium as a focus for magic, imbuing the object inscribed with different magical properties. Such an effective system is not surprisingly put to military applications first and foremost and it is these ‘War Runes’ that are without doubt the most common in Thedas. Common though is a subjective term. Runes require Lyrium to function and skilled craftsmen to make them. The average Ferelden may see one Rune in their whole life and they are jealously guarded by those that own them. The Dwarves are renowned for their skill at crafting and enchanting weaponry as their natural skill and innate resistance to the effects of magic allow them to work longer without suffering the side effects. The Circle of Mages use their Tranquil Formari to craft their runic devices, although in this case it is the Formari’s formidable concentration rather than physical resistance that is the key. The actual crafting of the Runes however is only one side of the story. Finished Runes are useless unless they are attached to an object via Enchantment. This process requires Lyrium to bind the Rune to an object so that its magic can flow through it. Enchantment is a closely guarded secret of those organisations that perform it, ensuring they alone can monopolise and control its use. The following details two new Talents to allow you to both craft Runes and Enchant them onto objects, in this case weapons and armour. Note: Runes can add a greater dimension to play but they also have the potential to overpower, especially the higher level Runes. They should be used sparingly in normal play. Obviously if you want a high powered game then handing out Paragon Runes is not a problem. It just depends on how you want the game to flow.

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N ew T alents The following are two new Talents that Players may learn during the game. These can also be used as the basis for NPC Runecrafters and Enchanters should players wish to seek out their services. Runecrafting Classes: Any Requirement: You must have Cunning 3 or higher. You have studied the ancient art of Runic inscription and unlocked its secrets. Given the right materials and tools you can craft Runes for Enchantment. This is a Cunning (Runecrafting) test. Novice: Your research has taught you how to craft Novice and Journeyman Runes. Journeyman: Your training now allows you to craft Master and Grandmaster Runes. Master: You have reached a level of understanding beyond all but the most skilled Dwarven artisans. You may craft Masterpiece and Paragon Runes. Enchantment Classes: Any Requirement: You must have Cunning 3 or higher. You have learned how to use Lyrium to fuse runes to objects, imbuing them with magical power. This is a Cunning (Enchantment) test. Novice: You are capable of Enchanting items with Novice and Journeyman Runes. Journeyman: You can now Enchant Master and Grandmaster Runes. Master: Complete mastery of Lyrium manipulation allows you to fuse Masterpiece and Paragon Runes to items.

N ew C unning F ocuses Runecrafting: You are skilled at Runecrafting. Enchantment: You are well versed in Enchanting items.

C reating R unes There are two methods to making Runes. The traditional method involves infusing Lyrium into precise carvings and is the preferred method of Dwarven craftsmen as their resistance to Lyrium’s effects means they can withstand it longer. The more common method is more of a recombination than a true crafting. By taking pre-existing runes and carefully preparing them the crafter can extract the Lyrium and infuse it into another Rune, fusing simpler runes to create more powerful ones. The advantage of this process is that it avoids most of the dangers inherent in Lyrium crafting as it utilises already processed materials. If you have the Runecrafting Talent you can perform both of these processes.

R une C arving This method involves the use of Lyrium and can be dangerous to the user. Every rune requires certain ingredients and tools in order to make regardless of the Talent level you have: • • • • • •

Blank Runestones Etching Agent Processed Lyrium Rune Tracing Carving Tools Lyrium Resistant Workshop

Creating a Rune (in either method) is an Advanced Test with a TN and Success Threshold based on the level of Rune being created. Each test represents an hour of work. Each Tier of Rune requires an equivalent unit of Lyrium and Etching Agent to make regardless of method. So a Paragon Rune requires six units of Lyrium and Etching Agent.

R une T ier D ifficulties Tier

TN

Success Threshold

Novice

11

8

Journeyman

13

10

Master

15

12

Grandmaster

17

14

Masterpiece

19

16

Paragon

21

18

A vailabilities Runes are rare and expensive, the tracings used to create them even more so. A character with the Runecrafting Talent might be able to purchase or acquire tracings of Novice and Journeyman Runes but anything higher is unavailable. In order to find Tracings for Master Runes and above they will need to search old crypts, libraries or perhaps accost a Formari and try to steal them (which will have its own consequences).

The Lyrium and Rune Tracing are the most important as without those you will be unable to form the rune. It is possible to carve runes onto materials other than runestones but it is uncommon and more difficult.

Blank Runestones, Carving Tools and Etching Agents are available through the Circle of Mages and some traders. Access to a workshop might be a little more difficult.

R une F using

Obtaining Lyrium is almost as difficult as finding rare Rune Tracings. The Chantry controls its supply from the Dwarves so you will either have to go through them and the Circle (a challenge depending on your relationship with them) or go around them to the source.

Using preexisting runes you can merge their properties into a more powerful version. The only downside to this is that it requires pre-made runes, either made by you or someone else. You cannot make a Novice rune this way as there are no Runes lower than them to fuse. You require the following: • • • • • •

Blank Runestones Etching Agent Two identical Runes of the same Tier Rune Tracing Carving Tools Lyrium Resistant Workshop

This follows the same guidelines as Rune Carving, except that you can only produce a single Rune one Tier higher than the two you fused together. You cannot fuse runes higher than those allowed in your current talent Tier.

D r a g o n A ge

C reating R unes

Masterpiece and Paragon Rune Tracings should be rewards granted for finishing quests or as part of a story arc. They are rare and powerful and are not generally available in any other form.

C rafting M aterial C osts Material

Cost

Subject to Availability Blank Runestone

5 sp

Etching Agent (ten units)

35 sp

Novice Rune Tracing (any)

150-250 sp

Novice Rune (any)

50-100 sp

Carving Tools Processed Lyrium (one unit)

120 sp 200-500 sp

33

E nchantment

D r a g o n A ge

E nchantment

E nchanting I tems

Perhaps the most important facet of the magical crafts is Enchantment! Without this ability a rune is nothing more than a pretty stone. Enchantment is a secretive profession, even more so than Runecrafting and there are few people outside the famous Mage institutions that know how to perform it. To learn Enchantment is to delve into the most esoteric aspects of magic and it is not for the faint of heart. There are two things someone with Enchantment can do. The first is take finished Runes and bind them to objects thereby releasing their power into it. The second is to use Lyrium directly to give an object a permanent magical effect. The latter form of Enchantment is the most difficult, time consuming and dangerous.

E nchanting R unes Once you possess a finished Rune you need to Enchant it onto an object. Using Lyrium as a medium you can merge a Rune into the object, allowing magic to flow through it. You can also unenchant Runes from objects and replace them with others although it is a time consuming process. To perform Enchantment all you need is Lyrium and an object designed to take Runes. Enchanting a Rune is an Advanced Test with a TN and Success Threshold based on the level of Rune being created. Each test represents an hour of work. Each Tier of Rune requires an equivalent unit of Lyrium to Enchant. So a Paragon Rune requires six units of Lyrium to Enchant.

E nchantment T ier D ifficulties Tier

TN

Success Threshold

Novice

11

8

Journeyman

13

10

Master

15

12

Grandmaster

17

14

Masterpiece

19

16

Paragon

21

18

R une S lots Most equipment is designed without the ability to enchant it. Only very few items can have runes attached to them. The maximum number of slots an item can have is three. How many an item has or can be built into an item is up the GM. Items with Rune Slots are always more expensive than normal.

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The second form of Enchantment is to imbue an item with magical abilities. This form is less common and far less flexible as it effectively locks an item into a single design. Enchanting items requires the folding of lyrium into the materials as it is constructed, whether during the smithing process of a blade, or the curing process of leather. Once completed the item exhibits magical abilities normally confined to runes and spells. These features are permanent unless a skilled person goes to extraordinary lengths to destroy the magic within without destroying the item. You may imbue an item with one Enchantment per tier of the Talent, so a Master Enchanter will be able to put three Enchantments on an item. You cannot duplicate Enchantments on a single item. You may use any Rune effect as an Enchantment although you can only use a Rune effect from a Tier equivalent to the Tier of the Enchantment Talent you have. You may also use a Material Tier and Quality Tier as an Enchantment.

I tem E nchantment T ypes Talent Tier Novice Journeyman Master

TN ST

Rune

Material Quality

Novice

11

8

Veridium

-

13

10 Journeyman Veridium

-

15

12

-

17

14 Grandmaster Red Steel

Superior

19

16 Masterpiece Silverite

Superior

21

18

Master

Red Steel

Paragon Dragonbone Magnificent

The Dangers of Lyrium Raw Lyrium is an extremely harmful substance and can kill people if left exposed for too long. Mages especially are susceptible its effects. Even the Dwarves can only be exposed to it for a certain length of time before it starts to affect them. Processed Lyrium can cause harmful side effects in large enough doses. If a character is exposed to raw Lyrium they will start to suffer hallucinations, dementia and madness. Direct contact will burn the skin. Luckily raw Lyrium is almost exclusively encountered in the Deep Roads or the workshops of Dwarven crafters. It is rare to find it on the surface.

R aw L yrium If a character is Adjacent to raw Lyrium they must make a Constitution test vs TN 15 or lose 1 point of Cunning and 1D6 Health. If they touch it with their bare skin they immediately lose 2D6 Health. Mages will lose an additional point of Willpower and twice the Health loss as their connection to the Fade wreaks havoc on their mind and body. After Constitution number of minutes if they are Adjacent to raw Lyrium they must make another test.

of

L yrium

L yrium A ddiction The Lyrium found in the potions of Mages is a very dilute substance and so causes no physiological damage. However excessive use of it will cause addiction. If a character consumes more than their Constitution in diluted Lyrium (such as a Lyrium potion) in a single day they must make a Willpower (Self Discipline) test vs TN 13 or become addicted. If a character consumes Lyrium every day for a number days in excess of their Constitution they must make another Willpower (Self Discipline) test vs TN 17 or become addicted.

D r a g o n A ge

T he D angers

Addicted characters must consume Lyrium at least once a day or suffer -1 to Cunning and Willpower tests (and generally be miserable gits). A character can attempt to break their addiction by going cold turkey and making a TN 17 Willpower (Self Discipline) test.

Characteristic loss is not permanent and returns at a rate of 1 point per day. If a character reaches -5 Cunning or less they have become a vegetable locked in their own dreams and must be cared for until they can recover.

P rocessed L yrium Processed Lyrium is much safer. However it can still have an adverse affect on those that work with it for extended periods of time. If a character is Adjacent to or working with processed Lyrium for a number of hours equal to their Constitution they must make a Constitution test vs TN 11 or lose 1 point of Cunning and 2D6 Health. Mages will lose 1 point of Willpower and twice the Health loss as their connection to the Fade wreaks havoc on their mind and body.

This is what Hans looks like now he is addicted to Lyrium. Poor Hans...

35

W eapon R unes

D r a g o n A ge

W eapon R unes

F lame R unes

The following is a list of various weapon runes available to characters and NPCs. Remember their cost and rarity is based on their Tier. Only apply rune effects after the weapon’s normal Damage has been applied. If the weapon does no Damage then the Runes have no effect. This rule does not apply to Dweomer or Hale Runes.

This lyrium rune is the ancient Tevinter symbol for Toth, god of fire. When it strikes its target sorcerous flame burns their flesh.

F lame R unes Tier

Cold Iron Runes This forms the Tevinter symbol for the Fade, burning any animated corpse to frosted ash. The extra damage done by Cold Iron Runes only affects possessed corpses/ skeletons (including Arcane Horrors and Revenants).

C old I ron R unes Tier

Effect

Novice

+2 Damage to Undead

Journeyman

+4 Damage to Undead

Master

+6 Damage to Undead

Grandmaster

+8 Damage to Undead

Masterpiece

+10 Damage to Undead

Paragon

+12 Damage to Undead

D weomer R unes Dweomer runes get their name from the ancient Tevinter name for Dwarves. Like their namesake they are resistant to magic, sometimes nullifying it completely. Whenever a character with Dweomer Runes is affected by hostile magic roll 3D6 against the TN below. If they succeed then the magic does not affect them at all.

D weomer R unes Tier

36

Effect

Novice

TN 16

Journeyman

TN 15

Master

TN 14

Grandmaster

TN 13

Masterpiece

TN 12

Paragon

TN 11

Effect

Novice

+1 Fire Damage

Journeyman

+2 Fire Damage

Master

+3 Fire Damage

Grandmaster

+4 Fire Damage

Masterpiece

+5 Fire Damage

Paragon

+6 Fire Damage

F rost R unes This is the Tevinter rune for winter. It turns a weapon to burning ice and shatters its targets into shards of crystallised gore.

F rost R unes Tier

Effect

Novice

+1 Frost Damage

Journeyman

+2 Frost Damage

Master

+3 Frost Damage

Grandmaster

+4 Frost Damage

Masterpiece

+5 Frost Damage

Paragon

+6 Frost Damage

H ale R unes

Paralyse Runes

This is an old Tevinter symbol for endurance. Energy flows from the rune into its bearer, fortifying their body from damage for a short time.

Lyrium has been formed into the shape of the Tevinter rune for stillness. The magic freezes the target’s muscles in place making them incapable of reacting.

The number listed below is the amount of Damage a character with Hale Runes ignores every Encounter. This is taken from the beginning of the Encounter,. Once they have ignored that much Damage the Rune is of no use until the next Encounter.

If a character is Damaged by a weapon with a Paralyse Rune they must make a Constitution Stamina test against the TN given or lose their next Major Action.

Tier

P aralyse R unes Tier

H ale R unes Effect

Novice

Ignore 4 Damage

Journeyman

Ignore 8 Damage

Master

Ignore 12 Damage

Grandmaster

Ignore 16 Damage

Masterpiece

Ignore 20 Damage

Paragon

Ignore 24 Damage

D r a g o n A ge

W eapon R unes

Effect

Novice

TN 11

Journeyman

TN 12

Master

TN 13

Grandmaster

TN 14

Masterpiece

TN 15

Paragon

TN 16

S ilverite R unes This rune is the symbol of Dumat, the firstArchdemon, sign of betrayal and the First Blight. Darkspawn are painfully stricken by its holy power.

Lightning Runes This symbol is the old Tevinter rune for tempest. With the wrath of the heavens these runes unleash searing electricity, shocking the target to death.

The extra damage done by Silverite Runes only affects Darkspawn and tainted creatures.

L ightning R unes Tier

S ilverite R unes

Effect

Novice

+1 Electrical Damage

Journeyman

+2 Electrical Damage

Master

+3 Electrical Damage

Grandmaster

+4 Electrical Damage

Masterpiece

+5 Electrical Damage

Paragon

+6 Electrical Damage

Tier

Effect

Novice

+2 Damage to Darkspawn

Journeyman

+4 Damage to Darkspawn

Master

+6 Damage to Darkspawn

Grandmaster

+8 Damage to Darkspawn

Masterpiece

+10 Damage to Darkspawn

Paragon

+12 Damage to Darkspawn

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H ybrid W eapon R unes

D r a g o n A ge

S low R unes

I ntensifying R une

The ancient Tevinter symbol for sloth, these runes sap the strength from the target. The more damage they take, the more lethargic and slow they become.

No word precisely captures the meaning of this rune, but it is something like ‘bigger’.

Any creature affected by Slow runes must make a Constitution (Stamina) test vs the TN given per Tier or lose 1D6 Fatigue and halve their Speed until the attacker’s next turn.

S low R unes Tier

Effect

Novice

TN 11

Journeyman

TN 12

Master

TN 13

Grandmaster

TN 14

Masterpiece

TN 15

Paragon

TN 16

You may modify one die by one point up or down in order to produce doubles to Stunt.

I ntensifying R une Component Runes

Effect

One Journeyman Lightning and Journeyman Cold Iron Rune.

Modify 1 die by 1 point to produce Stunts.

M enacing R une The Tevinters used this rune to mean anger. Enemies near it find it difficult to ignore the wielder. When performing the Threaten Stunt the wielder gains +2 to their roll.

Hybrid Weapon Runes Hybrid runes are made using Rune Fusing. They can only be made using a specific runic combination. The runes required will be listed in each entry.

Amplification Rune

Component Runes

Effect

One Novice Immunity and Gain +2 to the opposed test Novice Silverite Rune. in the Threaten Stunt.

M omentum R une

This rune is drawn slightly larger than most to reflect its nature. Everything is increased when this rune is present. When applying the additional damage treat each point separately for resistance and vulnerability purposes.

A mplification R une

38

I ntensifying R une

Component Runes

Effect

One Journeyman Reservoir and Master Dweomer Rune.

+1 Fire, Frost, Electricity, Poison and Spirit Damage. +5 Damage total.

The Tevinter rune for speed. The magic within sets the wielder’s hands to moving at impossible speeds, striking rapidly. Whenever the wielder receives stunt points they may Lightning Attack for 1 point less than normal, to minimum of 1.

M omentum R une Component Runes

Effect

One Master Tempest and Master Hale Rune.

The Lightning Attack Stunt costs 1 point less.

A rmour R unes

Reservoir Runes

The following is a list of various armour runes available to characters and NPCs in Dragon Age. Remember that their cost and rarity is based on their Tier (see the Crafting Runes rules previously). Armour Runes have no effect on Penetrating Damage. In this instance the Damage has magically or mundanely found the joints and gaps in the armour.

Barrier Runes The Tevinter symbol for protection. Armour with this rune drains attacks of their strength.

B arrier R unes Effect

Novice

TN 16

Journeyman

TN 15

Master

TN 14

Grandmaster

TN 13

Masterpiece

TN 12

Paragon

TN 11

I mmunity R unes

A character with Reservoir Runes increases its Fatigue capacity by the amount given and will not have to test for Exhaustion until their Health level is lower than their Fatigue by the amount given below. Mages receive this value in additional Mana as well and regenerate it as normal.

Tier

Effect

Novice

+2 Fatigue Capacity

Journeyman

+4 Fatigue Capacity

Master

+6 Fatigue Capacity

Grandmaster

+8 Fatigue Capacity

Masterpiece

+10 Fatigue Capacity

Paragon

+12 Fatigue Capacity

S tout R unes To the Tevinter magisters, this symbol meant health. The nourishing magic within protects the wearer from poisons and the myriad unclean things in the world. A character with Stout Runes ignores the effect of diseases, poisons, taint or any other nature-based malady if they score the TN given below.

To counter the elements, the Tevinters inscribed this rune, which has nullifying harmony against which the raging power of nature is calmed.

F rost R unes

If the bearer is struck by Fire, Frost or Electricity Damage, roll 3D6 against the TN given below. A success halves the Damage received from those types.

I mmunity R unes Tier

A Tevinter mark meaning “pool”. Within the rune’s lattice is a reserve of energy that revitalises the bearer, allowing them to function for extended periods of time.

R eservoir R unes

If a character with a Barrier rune is struck by an attack, roll 3D6 against the TN given below. A success reduces the Damage done by the Dragon Die.

Tier

D r a g o n A ge

A rmour R unes

Effect

Novice

TN 16

Journeyman

TN 15

Master

TN 14

Grandmaster

TN 13

Masterpiece

TN 12

Paragon

TN 11

Tier

Effect

Novice

TN 16

Journeyman

TN 15

Master

TN 14

Grandmaster

TN 13

Masterpiece

TN 12

Paragon

TN 11

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H ybrid A rmour R unes

D r a g o n A ge

T empest R unes

Endurance Rune

“Wind”, to a Tevinter eye. Tempest runes generate an unnatural aura around the wearer, deflecting incoming missile attacks before they can hit.

The Tevinter glyph for tenacity. This rune fortifies its bearer, keeping them going beyond normal limits.

If a character with this rune is attacked by a missile weapon (that is not a spell) roll 3D6 against the TN below. If successful the attack misses completely.

F rost R unes Tier

Effect

Novice

TN 16

Journeyman

TN 15

Master

TN 14

Grandmaster

TN 13

Masterpiece

TN 12

Paragon

TN 11

Hybrid Armour Runes Hybrid runes are made using Rune Fusing. They can only be made using a specific runic combination. The runes required will be listed in each entry.

Diligence Rune A Tevinter eye, all seeing. The magic in this rune grants its bearer preternatural perception. The bearer gains +2 to the opposed test against any Backstab or Bluff performed on them.

A mplification R une

40

Component Runes

Effect

One Novice Tempest and Menacing Rune.

+2 to oppose Backstab and Bluff.

The bearer of this rune ignores the equipment fatigue produced by their gear’s encumbrance level.

A mplification R une Component Runes

Effect

One Journeyman Stout and Ignore Equipment Fatigue. Journeyman Hale Rune.

Evasion Rune This shape is the closest the ancient Tevinters came to the concept of zero. With the power of this rune a person is only probably in the location they appear. A character with this rune gains +2 to their Defence value.

A mplification R une Component Runes

Effect

One Master Tempest and Master Lightning Rune.

+2 to Defence.

P art 6

D r a g o n A ge

Miscellanea

Miscellanea O dds

and

E nds ...

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T alent C hanges

D r a g o n A ge

T alent C hanges The following are some changes to Talents found in the Player’s Guide to bring them in line with changes made in this document. Armour Training Classes: Any Requirement: You must have Strength 2 or higher. You have learned to fight while wearing armour. As long as you are over encumbered by an amount equal to or less than the Encumbrance value of the armour you are wearing, the penalty is only applied to Speed. Once this exceeds the armour’s Encumbrance value it affects Dexterity (which will affect Speed as well). Novice: You can wear Light armour without its Enc. affecting your Dexterity. Journeyman: You can wear Medium armour without its Enc. affecting your Dexterity. Master: You can wear Heavy armour without its Enc. affecting your Dexterity. Halve the Over Encumbered penalty on your Speed. Dual Wielding style Classes: Rogue and Warrior Requirement: You must have Dexterity 2 or higher. You can fight with a weapon in your main hand and another in your off hand. Neither can be a twohanded weapon and your off hand weapon must be a light blade. Novice: Wielding two weapons can aid you in attack and defence. If you take the activate action, you gain a +1 melee Defence and Damage bonus until the end of the encounter while fighting in this style. Journeyman: Your weapons are a blur in combat. You can perform the Lightning Attack stunt for 2 SP instead of the usual 3 but the second attack must come from the weapon in your off hand. If you had successfully Backstabbed on the original attack it applies to the Lightning Attack as well. Master: You can overwhelm opponents with blows from both weapons. If you make a melee attack with the weapon in your main hand, you can make a second attack with the weapon in your off hand as a minor action. The second attack cannot generate stunt points, and you only add half of your Strength (rounded down) to damage. You are no longer restricted to Light Blades for your off hand weapon.

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Weapon and Shield Style Classes: Warrior Requirement: You must have Strength 2 or higher. You’ve been trained to fight with a single-handed melee weapon and shield. Novice: You get the full Defence bonus using Light and Medium shields. Journeyman: You get the full Defence bonus from Heavy shields. You know how to get the most from your shield and can perform the Defensive Stance stunt for 1 SP instead of the usual 2. Master: Opponents must work hard to get by your defences. The shield bonus of any shield you use increases by 1. Whenever you perform the Lightning Attack stunt you can use your shield instead. It is treated as a weapon that causes 1d6 + its Defence bonus Damage. If you do this the target is also Knocked Prone. Single Weapon style Classes: Rogue and Warrior Requirement: You must have Perception 2 or higher. You can fight effectively wielding only a singlehanded melee weapon. Novice: Fighting with a single weapon demands increased awareness. If you take the activate action, you gain a +1 melee Attack and Damage bonus until the end of the encounter while fighting in this style. Journeyman: You can create a web of steel with but a single weapon. Your Damage bonus increases to 1 per 2 pts you beat the target’s Defence by, to a maximum of your Perception value. Master: You know how to fight several enemies at once. Opponents making melee attacks against you never gain a bonus on attack rolls for outnumbering you. Your Damage bonus increases to 1 per point you beat the target’s Defence by, to a maximum of your Perception value.

A dditional S pells

M odified S pells

The following are additional spells to increase the variety available to characters and leverage the Fatigue rule.

The following are modified spells change how mages work with Armour and Defence.

R ock A rmour

R ejuvenation Magic School: Creation

Spell Type: Utility

Casting Time: Major Action

Mana Cost: 2-4 MP Target Number: 12

Test: None

Your touch infuses the target with Mana, replenishing their energy reserves. It costs 2 Mana Points to reduce the target’s Fatigue level by 1D6, increased by an additional 1D6 per additional Mana Point spent up to a total of 3D6.

Magic School: Primal

Spell Type: Defence

Casting Time: 1 Minute

Mana Cost: 6-8 MP

D r a g o n A ge

A dditional S pells

Target Number: 10

Test: None

Your skin becomes as hard as stone and protects you from harm. Rock Armour increases your Armour Rating by 1. The spell lasts for 6 hours. You may spend an additional two mana points to increase the armour rating bonus to 2. This does not affect the Encumbrance or Strain of any armour worn. You can only cast this on yourself. This is effectively Natural Armour (see Esoterica 2: Bestiary).

R egeneration Magic School: Creation

Spell Type: Utility

Casting Time: Major Action

Mana Cost: 5 MP Target Number: 13

Test: None

A rcane S hield Magic School: Spirit

Spell Type: Defence

Casting Time: Major Action

Mana Cost: 3 MP Target Number: 10

Your touch seals wounds and restores vigour to one wounded target. The target regains 3d6+ your Magic attribute in Health and adds your Magic score to the Health regained on their next Breather. You can cast this on yourself.

You create an arcane aura around you that deflects attacks. Arcane Shield increases your Defence by +2. The spell lasts 6 hours.

M ass R ejuvenation

F ade S hield

Magic School: Creation

Spell Type: Utility

Casting Time: Major Action

Mana Cost: 7 MP Target Number: 15

Test: None

You infuse Mana into a number of allies equal to your Magic attribute within 10 yards, replenishing their energy reserves. Every target reduces their Fatigue by 2D6+ your Magic attribute.

Test: None

Magic School: Spirit

Requirement: Arcane Bolt

Spell Type: Defence

Casting Time: Major Action Test: None

Mana Cost: 6 MP Target Number: 11

Requirement: Arcane Shield

Shifting partway into the Fade enhances your arcane defences. Fade Shield increases your Defence by +4. The spell lasts 6 hours. This does not stack with Arcane Shield.

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E xtra S pecialisations

D r a g o n A ge

E xtra S pecialisations The following are three additional specialisations. Ranger specialisation Class: Rogue Requirement: You must have Communication and Perception 3 or higher and the Animal Handling Focus. Rangers have an affinity for open country and wilderness, but as independent scouts and militia, they are opportunists, not stewards of nature. They exploit every advantage of their environment, and can lure wild beasts to attack their foes. Novice: As an Activate Action the ranger can call an animal to fight its enemies using a Communication (Animal Handling) test vs TN 13. It will leave if it is ever reduced to 5 Health or less or when there are no enemies to fight. It is up to the GM to determine what kind of animal(s) are available; there is a table below as a guide - although you can roll 1D3 or 1D2 and count across if you like. You may only have one animal at a time, per Encounter.

A nimal A lly Location

Animal

Towns/Cities

Boar, Dog/Mabari, or Donkey

Forests/Plains

Black Bear, Boar, or Wolf

Mountains/Hills Caves/Deep Roads

Giant Spider, Halla, or Wolf Giant Spider or Bronto

Journeyman: The Ranger can ascertain trail conditions and the lay of the land at a glance. Their Exploration Stunts cost 1 point less than normal and they can reduce the level of any environmental Hazard by one if they pass a Perception (appropriate) test vs a TN set by the GM. Master: After many encounters the Ranger can summon more powerful creatures to their aid. The Ranger may call the same animal one Rank higher (see Esoterica 2: Bestiary) if they pass their Communication (Animal Handling) test vs TN 17 instead. ReAVER specialisation Class: Warrior Requirement: You must have Constitution and Willpower 3 or higher. Demonic spirits teach more than blood magic. Reavers terrorize their enemies, feast upon the souls of their slain opponents to heal their own flesh, and can unleash a blood frenzy that makes them more powerful as they come nearer to their own deaths.

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Novice: The demonic energies at your command warp you visage into something unnatural and horrible. You must use an activate action to enter Reaver mode. While in Reaver mode every enemy must take a Willpower (Courage) test with a TN 13 or suffer -2 to all tests against the Reaver for the rest of the encounter. This is the same as a Fear (13) value (see Esoterica 2: Bestiary for details). Journeyman: You can manipulate the dark energy within you, using it to extract the life from the recently dead and restore your own body. Whilst in Reaver mode you will gain 1D6 Health back for every creature you kill in melee, so long as you can pass a Magic (Entropy) test VS TN 11. Master: Your demonic power erupts in a fountain of violence the closer you come to death. You gain +3 to damage when your Health drops below half and +6 when it drops below a quarter. However while Reaver mode is active you cannot receive Healing of any kind. Shapeshifter specialisation Class: Mage Requirement: You must have Perception and Magic 3 or higher. Although the Circle of Magi denies the rumours this rare art survives in the forgotten corners of Thedas. Mastery of their bodies allows shapeshifters some protection and flexibility making them durable opponents and staunch allies. Novice: As an Activate Action the Shapeshifter may change shape into any Paltry sized animal and one specific Ordinary sized animal chosen when taking this specialisation. They use all the creature’s special rules, weapons, Speed, Defence as well as their Con, Dex, Per, and Str attributes and attendant Focuses and retain every other attribute including Health. Whilst in another form they cannot use their own spells (except to cancel the shift) nor Focuses from Attributes that have been replaced. This expends 8 mana (16 for an Ordinary animal) and 2 per minute (4 for an Ordinary Animal). The specific animals chosen must have been studied and/or observed by the caster beforehand. You may only shapeshift into untainted Beasts and Dragons (see Esoterica 2: Bestiary). Journeyman: The Shapeshifter can now change into any Ordinary sized animal and one specific Large animal. Shifting into a Large animal expends 24 mana and 3 per minute. Master: The Shapeshifter can now change into any Large sized animal and one specific Enormous animal. Shifting into an Enormous animal expends 32 mana and 6 per minute.

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