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Found 13 results

  1. So, here's where you put up info on your character. I'd like stat blocks in people's signatures so we can all reference easily, so this space is more for what is known about your character in Thedas. Please mark anything that you want to share here that is not public knowledge and give an indication of what kind of people might know. Say if you're a Orlesian minor noble that has a penchant for illicit lyrium laced mushrooms, probably only your dealer and select foodie friends know about it. Certainly not your devout Chantry-following companions. For now. I'll also place NPCs of note here.
  2. So I've been playing a lot of Green Ronin's Dragon Age RPG which uses their AGE (Adventure Gaming Engine) system. Green Ronin announced that they were looking to take that system and divest it of the Dragon Age licence next year (after DA Set 3 is out) with their own setting and fuller rules for fantasy game play (and possibly enable use for other genres as many AGE hacks have done for settings like Firefly, Star Wars, Diablo, Mass Effect, and others). I was wondering if people would like to learn the system? Green Ronin put out a free Quick Start rules booklet with pregen characters and a short adventure. If there are enough players willing to learn I would be willing to run through that adventure with you all using the pregen characters in the Quick Start Guide. Anybody up for it??
  3. Breaking from the makeshift camp the small group settles in for the last leg of the trip. You follow the road into a lightly wooded area as the sun begins to set. "The waypoint isn’t far now," Alenka tells you. "We will camp there for the evening and return in the morning. Well within the time frame the Arl requested." As dusk gives way to the evening the forest becomes alive with noise. Still the group presses on, there is enough light to make your way along the narrow road even still. As you approach the waypoint you can see the light of a campfire ahead through the trees. At first you are relieved, as Ser Blaker and the children must be waiting for you ahead, but as you draw closer, you realize something is wrong. First you notice a distinct lack of the noises of camp. Then the guttering light of a campfire that is dying not freshly started. Lastly, as the trees give way to the clearing waypoint, you see the wagon, lying on its side, one of its wheels sheared off, and then you see the bodies…
  4. Nayobee's speed was a boon, she could cover nearly double the ground that the rest of the party could due to the dwarf's short legs and heavy armor. She ranged ahead along the road, which truly was more of a wide cart path than a true road, and returned periodically. The first five miles were easily covered without incident before it became too dark to travel. The next morning came and the group prepared to depart. Though they had only made a small dent in the overall journey they were better placed to rise with the sun and depart without delay. The rest of the day's walk would get them to the waypoint earlier, and they might even have time to start the return before dark. Alenka chanted a preparatory spell before leaving, summoning a sheathe of rocky armor to cover her body. "I suggest you cast any preparatory spells before we leave," she said to Shiral'ven, "These woods can be dangerous, and we are close enough to the Korkari Wilds that all manner of predator could come upon us." She suggests the same to the others, in case any had thought to keep weapons or shields slung, "I hope we can avoid trouble, but it is better to be prepared." Once everybody is ready to leave Alenka again speaks up, "Nayobee will be scouting again I assume, but how should the rest of us proceed? In what order I mean, and single file or two abreast?" OOC: Alenka's Casting Test 3d6+4 vs TN 10 jameson *rolls* 3d6: 2+3+1+4: 10 Passed (barely) Alenka has 17 Magic Points remaining Mala - Your Rock Armor spell cannot be cast in combat so now would be the time to cast it if you want to use it. A casting roll will be needed, and I will need to know how much mana you wish to spend on it for duration. If you have questions let me know. Joani - Please give me a Dexterity (Stealth) roll and a Perception (Seeing) roll or Perception (Hearing), whichever is better. The rest of you, please make clear in your post what weapons you have ready (if any) and reply to Alenka about traveling order. I'll update again on Monday.
  5. First off, please don't reply in this thread, I'd like to keep it clean for easy access later. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rolling Dice All tests are rolled with 3d6. When you roll dice on the table top you roll two dice of one color, and the third die is a different color. This die is known as the "Dragon Die" and has special effects in play (more on that later). For this game the preferred dice roller will be the chatroom (using the /d command). Regardless of which method you use the FIRST die listed in your roll will be considered your Dragon Die. Example from chat rolling 3d6+3: jameson *rolls* 3d6: 2+1+2+3: 8 → the first die is the Dragon Die, resulting in a 2. If need be Invisible Castle can also be used provided a link is provided to the results. Dice rolls for tests are always: 3d6 + [relevant ability] + 2 (if you have the applicable focus) ± any modifiers Example: Rolling Stealth is a Dexterity (Stealth) test. You would roll 3d6 plus your Dexterity Attribute plus 2 if you had the Stealth Focus, otherwise just roll 3d6+Dexterity. Target Numbers Tests have Target Numbers (abbreviated TN) that you much meet or exceed with your dice roll to succeed on the test. An easy task might have a Target Number of 9, while a very difficult task might be TN 19! Add the result of your dice with your Attribute, Focus, and any modifiers and compare the total of your roll against the TN, if your roll is equal or higher than the TN you succeed! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Dragon Die, Stunts, Advanced Tests, and You! So, what's this Dragon die good for? Well, firstly, it is a tiebreaker when two players roll the same result on a test (perception vs stealth for example). When you roll a Stunt, you gain Stunt points equal to the Dragon Die. When rolling Advanced Tests the Dragon Die determines how much of the task you complete. Stunts When making an attack, or casting a spell (for Mages), when any two of the dice come up doubles AND the attack succeeds, you get a Stunt. You gain stunt points equal to the Dragon Die to spend on Stunts (see page 12 of the Quick Start PDF). Stunts cost a number of Stunt Points indicated, and you can combine them in any way to the total of your gained stunt points. Only stunts with a + next to the cost can be taken more than once. Any Stunt Points not used are lost. Example: jameson *rolls* 3d6: 5+3+3+3: 14 The three dice on this attack test come up 5, 3, and 3. This is a Stunt if the total of 14 is enough to succeed on the attack. This stunt is worth 5 Stunt Points because of the value of the Dragon Die. Advanced Tests Some things that you may want to do are going to require an Advanced Test. Advanced Tests are rolled like normal tests against a given TN, but have a Threshold that must be exceeded. Climbing a rocky cliff might have a Threshold of 9 for example. Each successful roll of an Advanced Test adds the result of the Dragon Die to your running total. When the cumulative total of your rolls' Dragon Dice meets or exceeds the Threshold you have completed the task. Example: jameson *rolls* 3d6: 5+3+2+3: 13 A character wants to climb a wall. The GM sets the TN at 13 and the Threshold at 9. The roll is just enough to succeed, but thanks to the 5 on the Dragon Die it is also enough to get the character almost halfway to his goal.
  6. Stenhold. Deep in the south-west of Ferelden near the edges of the Korkari Wild the fortress of Stenhold protects the Hinterlands from invasion by the Chasind and Avvarian peoples as well as the much more tangible threat of Darkspawn Incursions. The hold itself is the home of the local Arl, one of the Ferelden higher nobility, who's duty it is to protect the land and people. Arl Neruda is a warrior first and foremost, and recent incursions by Darkspawn have set he and his men on high alert. A call has come from the Arl himself, a call for men and women of adventure, or even just those looking for a little coin. Scouts have come back from the south with word of a large army of Darkspawn, and the Arl is calling his liege men to battle. Soldiers from throughout the Arl's territory are preparing to march south and deal with the Darkspawn before they can threaten any of the outlying villages and settlements. Unfortunately for the Arl and his wife their two children were to be met by some of the Arl's personal guards on their way from Denerim back to Stenhold. The Arl's call has gone out for those of worth who would be willing to meet his children and escort them back to the castle Stenhold safely while he and his men deal with the Darkspawn army in the south. As you approach Stenhold you see that the fortress has seen its better days; crumbling stones and thinly thatched roofs, top walls of cracked stone and mortar, or broken brick and weather-worn wood. The Grey skies pour forth a hard rain that pummels the buildings of the hold, exposing the cracks and gaps as water pours through them. Stenhold has clearly fallen on hard times of late. As you near the castle you see soldiers in the fields, drilling the rain, or working to secure their belongings in the wet. The castle gates are open and the courtyard shows more soldiers drilling. A few masons struggle to patch holes in the wall while thatchers scramble on the rain slicked roofs to patch gaps in the thatch. Apart from that the castle courtyard is bustling with activity. Farmers and artisans ply their wares from rain sodden carts while servants, many of whom are elves, dash through the rain on errands for the Arl's household or armies. A small knot stands apart from the rest though, a group of adventurers and sell-swords; all hoping to earn coin from the Arl's need. All of you are there, the group of adventurer's and sell-swords. Please introduce your characters with physical description, motivation for being there, and any background you might like to provide. I'll pick up again once we've heard from the majority of you all.
  7. All characters get 1 MINOR and 1 MAJOR action in each combat round. If you wish you can use your MAJOR action to due a second MINOR action instead. Minor Actions: Ready: You unsheathe a weapon, pull out a tool, or otherwise get ready to use some stowed item on your person. As part of this action, you can also put away something you already had in hand. Move: You travel up to your Speed in yards. If you limit your travel to half your Speed you can also fall prone, stand up, or mount or dismount a horse or vehicle. Aim: You carefully plan your next strike. If your next action is a melee attack or ranged attack (even on your next turn), you gain a +1 bonus on that attack roll. Activate: This action is used with certain powers or items whose descriptions say something like, “Use an activate action to…” Major Actions: Melee Attack: You attack an enemy within 2 yards in hand-to-hand combat. Ranged Attack: You attack an enemy by firing or throwing a missile weapon. Run: You travel up to double your Speed in yards. You must be in a standing position to do this. Defend: You gain a +2 bonus to your Defense until the beginning of your next turn. Heal: You provide first aid to an injured ally. You must be within 2 yards of them and have bandages ready (per the ready action). Make a TN 11 Cunning (Healing) test. If successful, your ally gains Health equal to your Cunning plus your dragon die result; that ally can’t benefit from another heal action until he takes more damage.
  8. Dwarven Warrior Race: Dwarf Communication 3 (Bargaining, Persuasion) Constitution 4 Cunning 0 Dexterity 2 Magic 0 Perception 1 Strength 3 (Axes, Climbing, Maces) Willpower 1 Health: 53 Speed: 8 Defense: 12 Armor: 5 Weapon Groups: Axes, Bludgeons, Brawling, and Spears. Language: Dwarven, Trade Tongue Equipment: Backpack, traveler’s garb, waterskin, light mail armor, battle axe, mace, two-handed spear, and 41 silver pieces. Weapons: Battle Axe • +5 • 2d6+3 damage Mace • +5 • 2d6+3 damage Two-Handed Spear • +3 • 2d6+2 damage Class Powers & Talents: Armor Training Novice: You have learned to fight while wearing armor. You can wear leather and mail armor without suffering a penalty to Dexterity. You only take the armor’s penalty to your Speed. Dual Weapon Style Novice: When you wielding two weapons, you can use an activate action to gain either a +1 bonus to melee attacks or a +1 bonus to Defense against melee attacks. The bonus persists until the end of combat. You can switch the bonus with another activate action. (Your battle axe is a one handed weapon), 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. Two-Hander Style Novice: You are deadly with two-handed melee weapons. The length of your weapon and the power of your attacks forces foes to yield ground. When you hit with a melee attack with a two-handed weapon, you can move the target 2 yards in any direction.
  9. Human Warrior Race: Human Communication 1 Constitution 3 (Stamina) Cunning 0 Dexterity 2 (Riding) Magic 0 Perception 2 (Tracking) Strength 4 (Climbing, Heavy Blades) Willpower 2 Health: 53 Speed: 10 Defense: 14* (12 w/out shield) Armor: 7 Weapon Groups: Bows, Brawling, Heavy Blades, and Light Blades. Language: Trade Tongue Equipment: Backpack, traveler’s garb, waterskin, heavy mail armor, crossbow, quiver with 20 bolts, bastard sword, dagger, medium shield, and 16 silver pieces. Weapons: Bastard Sword • +5 • 2d6+4 damage Crossbow • +2 • 2d6+2 damage • Short Range: 30 yards • Long Range: 60 yards • Reload: Major Action Dagger • +2 • 1d6+4 damage Class Powers & Talents: Armor Training Novice: You have learned to fight while wearing armor. You can wear leather and mail armor without suffering a penalty to Dexterity. You only take the armor’s penalty to your Speed. Talent - Archery Style: When you take the aim action with a bow or crossbow, you get a +2 bonus instead of the usual +1. Talent - Weapon and Shield Style: Novice: You can use shields of all shapes and sizes. You get the full Defense bonus when using a shield. Journeyman: You know how to get the most from your shield. You can perform the Defensive Stance stunt for 1 SP instead of the usual 2.
  10. Orlesian Warrior Race: Human Communication 3 (Deception, Persuation) Constitution 1 Cunning 1 Dexterity 3 Magic 0 Perception 2 Strength 2 Willpower 0 Health: 30 Speed: 13 Defense: 13 Armor: 4 Weapon Groups: Bows, Brawling, Light Blades, Staves Language: Orlesian, Trade Tongue Equipment: traveler’s garb, waterskin, heavy leather armor, crossbow, quiver with 20 bolts, short sword, throwing knife, and 22 silver pieces. Weapons: Short Sword • +3 • 1d6+4 damage Crossbow • +3 • 2d6+3 damage • Short Range: 30 yards • Long Range: 60 yards • Reload: Major Action Throwing Knife • +3 • 1d6+2 damage Class Powers & Talents: Class Power - Backstab: You inflict extra damage with a melee attack if you strike from an unexpected direction. You must approach your target with a move action and win an opposed test of your Dexterity vs. your target’s Perception (Seeing). If you do both you can use your major action this turn to backstab. This is a melee attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You can’t backstab the same target in successive rounds. Class Power - Rogue’s Armor: Ignore penalties for wearing leather armor (already figured into your stats). Talent - Thievery: If you fail a Dexterity (Lock Picking) test you can re-roll, but you must keep the second result.
  11. Circle Mage Communication 2 (Animal Handling) Constitution 2 Cunning 3 (Arcane Lore, Healing, Religious Lore) Dexterity 1 Magic 5 Perception 1 Strength 0 Willpower 2 Health: 38 Speed: 11 Defense: 11 Armor: 0 Weapon Groups: Brawling, Staves Language: Ancient Tevinter, Trade Tongue Equipment: Backpack, traveler’s garb, waterskin, healer’s kit, quarterstaff, wand, and 34 silver pieces. Weapons: Arcane Lance • +4 • 1d6+4 damage Quarterstaff • +1 • 1d5+1 Class Powers & Talents: Arcane Lance: When holding a quarterstaff or wand, you can make a special ranged attack. This is resolved like a normal ranged attack (so stunts are possible) and requires no mana points. It has a range of 16 yards. Talent - Chirurgy: 3d6+5 vs TN 11 Novice: You have trained in the art of chirurgy and your aid is swift and sure. Heal is a minor action for you. Journeyman: You have the hands of a healer. When you use the heal action, your ally gets back an amount of Health equal to double the Dragon Die + Cunning. Spells: Arcane Bolt, Heal, Rock Armor Mana Points: 35 • Casting Roll: 3d6+4 Spell - Arcane Bolt - Mana Cost: 2 MP• Action: Major • TN: 10 A bolt of arcane energy springs from your hand or staff and streaks towards a visible target within 30 yards. It inflicts 2d6 damage plus your casting roll’s dragon die result. But if the target makes a successful TN 14 Dexterity (Acrobatics) test the spell only inflicts 1d6 damage. Spell - Heal - Mana Cost: 1–3 MP • Action: Major • TN: 10 Your touch seals wounds and restores vigor to one wounded target, either yourself or someone you touch. Choose how many MP to spend when casting; heal 1d6 Health per MP spent. Spell: Rock Armor - Mana Cost: 3–8 MP • Action: Special (1 Minute, only outside combat) • TN: 10 Your skin becomes as hard as stone, giving you Armor Rating 4. The spell normally lasts for one hour, but its duration can be extended. For each additional MP spent beyond the first 3, the spell remains in effect for another hour, to a maximum of 6 hours. You can only cast this on yourself. Spell: Heroic Offense - Mana Cost: 3 MP • Action: Major • TN: 11 Your touch fills one ally with magical might. Until the end of the encounter, the target gains a +1 bonus to Strength.
  12. Avvarian Warrior Race: Avvar (human barbarian) Communication 0 Constitution 3 (Stamina) Cunning 0 Dexterity 4 (Initiative, Riding) Magic 0 Perception 1 Strength 4 (Climbing) Willpower 2 (Self Discipline) Health: 53 Speed: 11 Defense: 13 Armor: 5 Weapon Groups: Brawling, Axes, Bludgeons, Heavy Blades Language: Trade Tongue Equipment: A backpack, traveler’s garb, a waterskin, two-handed maul, 2 throwing axes, light mail armor. Weapons: Two-handed Maul • +4 • 2d6+7 damage Throwing Axe • +5 • 1d6+6 damage • Short Range: 4 yards • Long Range: 8 yards • Reload: Minor Action Unarmed • +2 • 1d3+4 damage Class Powers & Talents: Armor Training Novice: You have learned to fight while wearing armor. You can wear leather and mail armor without suffering a penalty to Dexterity. You only take the armor’s penalty to your Speed. Thrown Weapon Style Novice: You are adept with throwing weapons. Your accuracy is uncanny. You gain a +1 bonus on attack rolls with throwing weapons (this is already added to your attack above). Two-Hander Style Novice: The length of your weapon and the power of your attacks forces foes to yield ground. When you hit with a melee attack with a two-handed weapon, you can move the target 2 yards in any direction. Journeyman: You can strike fearsome blows with your weapon. You can perform the Mighty Blow stunt for 1 SP instead of the usual 2 when wielding a two-handed weapon. Background: You are an Avvarian Hillsman; considered a barbarian by the Ferelden people you rely on your own in born strength as well as your considerable natural hardiness and agility to make a living as a sell-sword. The Ferelden look down on you, but despite this they are willing to pay for your facility with a weapon and your willingness to shed blood.
  13. Rogue Race: City Elf Communication 0 Constitution 2 Cunning 2 (Natural Lore) Dexterity 5 (Bows, Stealth, Tarps) Magic 0 Perception 3 Strength 1 Willpower 1 Health: 37 Speed: 16 Defense: 14 Armor: 3 Weapon Groups: Bows, Brawling, Light Blades, and Staves. Language: Trade Tongue Equipment: Backpack, traveler’s garb, waterskin, Light leather armor, long bow and quiver with 20 arrows, short sword, throwing knife, and 34 silver pieces. Weapons: Short Sword • +5 • 1d6+3 damage Long Bow • +7 • 1d6+6 damage • Short Range: 26 yards • Long Range: 52 yards (reload as a minor action) Throwing Knife • +4 • 1d6+1 damage • Short Range: 6 yards • Long Range: 12 yards (reload as a minor action) Class Powers & Talents: Class Power - Backstab: You inflict extra damage with a melee attack if you strike from an unexpected direction. You must approach your target with a move action and win an opposed test of your Dexterity (Stealth) vs. your target’s Perception (Seeing). If you do both you can use your major action this turn to backstab. This is a melee attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You can’t backstab the same target in successive rounds. Class Power - Rogue’s Armor: Ignore penalties for wearing leather armor (already figured into your stats). Talent - Scouting: Novice: You can use the lay of the land to your advantage. If you fail a Dexterity (Stealth) test, you can re-roll it, but you must keep the results of the second roll. Class Power - Stunt Bonus: You become more adept at finding the weak spots in your opponents’ armor. You can perform the Pierce Armor stunt for 1 SP instead of the usual 2. Talent - Archery: Novice: Your aim is true. When you take the aim action while using a bow or crossbow, you gain a +2 bonus on your attack roll instead of the usual +1.
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