Documentos de Académico
Documentos de Profesional
Documentos de Cultura
Volume 1: Vault
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
Enchantments
31
Runecrafting
32
4
4
Armour
Armour Materials
Shields
Shield Materials
Tools of War
Weapons
Melee Weapon Groups
Missile Weapon Groups
Weapon Materials
Rarity
Quality
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
Weapon Runes
Cold Iron Runes
Dweomer Runes
Flame Runes
Frost Runes
Hale Runes
Lightning Runes
Paralyse Runes
Silverite Runes
Slow Runes
Armour Runes
Barrier Runes
Immunity Runes
Reservoir Runes
Stout Runes
Tempest Runes
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 ...
E ncumbrance
D r a g o n A ge
E ncumbrance
F atigue
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 arent 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 characters EC and comparing
it to the total Enc. of the equipment theyre 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...
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
F atigue
Source
Fatigue Points
1D6+
Intense Encounters
1D3-2D6
Various
1D3
1D6
1D3
1D6
Knocked Prone
1D3
Various
2D6
2D6
Equipment
Enc. - EC
D r a g o n A ge
F atigue
F atigue E ffects
Current Fatigue Total
Test Penalty
-1
-2
You can accrue Fatigue from many sources, not just fighting...
F atigue
D r a g o n A ge
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 youve gone beyond your normal
limits, However, there are some spells that can
reduce Fatigue.
C oup
de
G race
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 targets 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 rolls Dragon Die, whether they pass their
test or not.
Winters 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.
D r a g o n A ge
Rare Crafts
P art II
Rare Crafts
Exotic Materials
of
Thedas...
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 Ive described. If you choose to use any of the
concepts Ive written here just keep in mind that the setting
wasnt written around them (so you wont find peasants
in Green Ronins 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 PCs
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
dont 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.
Algards 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
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.
D r a g o n A ge
E quipment M aterials
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 isnt 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 Teryns armour
or a Commanders sword. Equipped thusly they
appear as holy warriors infused with the Makers
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
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.
D r a g o n A ge
E quipment M aterials
11
E quipment M aterials
D r a g o n A ge
H ides
and
L eathers
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 leathers 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
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.
D r a g o n A ge
E quipment M aterials
T imbers
of
T hedas
13
E quipment M aterials
D r a g o n A ge
I ronbark
and
S ylvanwood
D ragonthorn
The legends surrounding Dragonthorn are many and
varied. Its 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
plants reddish colour to
the blood of animals that
seeps into the ground
from a Dragons 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
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
A rmour
Type
Rating
Enc.
Cost
Protective Clothing
Light Clothing
5 sp
Heavy Clothing
10 sp
Light Armours
Leathers
15 sp
Studded Leathers
30 sp
Brigandine
50 sp
L eather M aterials
Material
Cost Multiplier
-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
75 sp
Splint Mail
100 sp
Light Armour
2 Mana
Scale Mail
150 sp
Medium Armour
4 Mana
Heavy Armour
6 Mana
Heavy Armours
Half Plate
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
-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
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
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
16x
Sylvanwood
Defence
Enc.
Cost
Light Shield
+1 Defence
15 sp
Medium Shield
+2 Defence
30 sp
Heavy Shield
+3 Defence
60 sp
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 characters 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
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
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
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
20
Weapon
Damage
2d6
14 sp
Hatchet
1d6+3
10 sp
Throwing Axe
1d6+2
10 sp
3d6
20 sp
Two-handed Axe
Two-handed Maul
1d6+2
6 sp
1d6+3
12 sp
2d6
14 sp
2d6+3
19 sp
1d3
Gauntlet
1d3+1
4 sp
Improvised Weapon
1d61
Punch Dagger
1d3+3
8 sp
2d6+2
14 sp
Spiked Chain
1d6+3
9 sp
3d6
17 sp
3d6+2
20 sp
Two-Handed Flail
Two-Handed War Flail
2d6
20 sp
1d6+3
12 sp
Long Sword
2d6
18 sp
Two-handed Sword
3d6
23 sp
Falchion
1d6+1
9 sp
Short Sword
1d6+2
14 sp
Stilhetto2
1d6+1
10 sp
1d6
10 sp
Throwing Knife
1d6+3
25 sp
Spear
1d6+3
12 sp
Throwing Spear
1d6+1
12 sp
Two-handed Spear
2d6+1
20 sp
1d6
1 sp
1d6+3
11 sp
Quarterstaff4
1d6+1
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.
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
22
M issile W eapons
Weapon
Damage
1d6+1
Bow
1d6+3
2d6+1
Long Bow
1
2
3
8 sp
14 sp
20 sp
1d6+2
2d6
2d6+3
1
2
3
18 sp
20 sp
26 sp
1d3+1
1d6
1d6+3
4 sp
10 sp
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
Rags
-2 Damage
1/4x
Peasant Cloth
-1 Damage
1/2x
Standard
1x
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
-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
W ood M aterials
Material
Modification
Cost Multiplier
24
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 dont
have the stock.
GMs wishing to use materials can make them
rewards for major story arcs, or perhaps available
through exclusive weaponsmiths if theyre 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 items Encumbrance value for the purposes of
determining total Encumbrance.
Q uality
Weapon
Material
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
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
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 dont
have.
R andom I njury
1d6
Roll
Injury
Success
Threshold
Concussion -2 Mag
Head Trauma -2 WP
12
14
19
16
Deafened -2 Per
10
14
17
13
11
15
28
from I njuries
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 havent 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
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 Tevinters
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 Formaris 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.
32
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 Lyriums
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
TN
Success Threshold
Novice
11
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).
R une F using
Blank Runestones
Etching Agent
Two identical Runes of the same Tier
Rune Tracing
Carving Tools
Lyrium Resistant Workshop
D r a g o n A ge
C reating R unes
Cost
Subject to Availability
Blank Runestone
5 sp
35 sp
150-250 sp
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
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.
TN
Success Threshold
Novice
11
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.
34
TN ST
Rune
Material Quality
Novice
11
Veridium
13
10 Journeyman Veridium
15
12
17
Superior
19
16 Masterpiece Silverite
Superior
21
18
Master
Red Steel
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
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
F lame 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
Paragon
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
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.
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
Paragon
37
D r a g o n A ge
S low R unes
I ntensifying R une
S low R unes
Tier
Effect
Novice
TN 11
Journeyman
TN 12
Master
TN 13
Grandmaster
TN 14
Masterpiece
TN 15
Paragon
TN 16
I ntensifying R une
Component Runes
Effect
One Journeyman
Lightning and Journeyman
Cold Iron Rune.
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.
Amplification Rune
Component Runes
Effect
M omentum R une
A mplification R une
38
I ntensifying R une
Component Runes
Effect
One Journeyman
Reservoir and Master
Dweomer Rune.
M omentum R une
Component Runes
Effect
A rmour R unes
Reservoir Runes
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
Tier
Effect
Novice
+2 Fatigue Capacity
Journeyman
+4 Fatigue Capacity
Master
+6 Fatigue Capacity
Grandmaster
+8 Fatigue Capacity
Masterpiece
Paragon
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.
F rost R unes
I mmunity R unes
Tier
R eservoir R unes
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
39
D r a g o n A ge
T empest R unes
Endurance Rune
F rost R unes
Tier
Effect
Novice
TN 16
Journeyman
TN 15
Master
TN 14
Grandmaster
TN 13
Masterpiece
TN 12
Paragon
TN 11
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
A mplification R une
Component Runes
Effect
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
+2 to Defence.
P art 6
D r a g o n A ge
Miscellanea
Miscellanea
O dds
and
E nds ...
41
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 Players 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 armours 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.
42
A dditional S pells
M odified S pells
R ock A rmour
R ejuvenation
Magic School:
Creation
Spell Type:
Utility
Mana Cost:
2-4 MP
Target Number: 12
Test: None
Magic School:
Primal
Spell Type:
Defence
Mana Cost:
6-8 MP
D r a g o n A ge
A dditional S pells
Target Number: 10
Test: None
R egeneration
Magic School:
Creation
Spell Type:
Utility
Mana Cost:
5 MP
Target Number: 13
Test: None
A rcane S hield
Magic School:
Spirit
Spell Type:
Defence
Mana Cost:
3 MP
Target Number: 10
M ass R ejuvenation
F ade S hield
Magic School:
Creation
Spell Type:
Utility
Mana Cost:
7 MP
Target Number: 15
Test: None
Test: None
Magic School:
Spirit
Spell Type:
Defence
Mana Cost:
6 MP
Target Number: 11
43
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
Forests/Plains
Mountains/Hills
Caves/Deep Roads
44