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Dragon Age RPG: Heroes

Deviltigerr

Elder Member

Ages have passed since the last horrific Blight ravaged the world of Thedas. Some thought the current era, the Dragon Age, would pass without a Blight as well. They were wrong. Beneath the ground, darkspawn stir. A new archdemon has risen and with it a Blight that scourges the lands and darkens the skies. The nations of Thedas need a new generation of heroes. Will you answer the call?


In the Dragon Age RPG, you take on the role of characters in a dark fantasy setting with conflicts between cultures, nations and even neighbors against neighbors.

Will you be a free spirit who fled from an arranged marriage to live a life of adventures? Someone who only trust coins and little else? A wild child more comfortable in the woods than with humans? A refugee from a destroyed village?

Your adventures begin in Sothmere, a village in south Ferelden, maybe you are visiting a friend or family, or maybe you are even one of the locals, during the Sothmere Groundbreaking Festival.

How to get started:

1) Would recommend to have a concept in mind, this should help you and guide you toward making a solid character and will help me, picking you the right background.

2) You have 8 abilities:
Communication, Constitution, Cunning, Dexterity, Magic, Perception, Strength, and Willpower.

Roll 3d6 for each of the abilities above and I will tell you the result of the score. At the end, you can swap two abilities.

3) Pick a Background, it would basically depend on what you want to play. If you want to be a Highborn Dwarf, an Elf apostate, a priest of the Chantry or even just a blacksmith etc...The book has a quite a choice of background but simply tell me what you want to play (backgrounds do include races at the same time.). As part of your background you will have choices to make and also roll 2d6 twice.

4) Pick a class, your background will give some classes restriction but anyway there are 3 classes in the game: Mage, Rogue, Warrior. There are some choices to make here.

5) Pick Equipment: Will help with that.

6) Calculate Defense and Speed

7) Pick a Name

8) Goals and Ties. A good way to get started, knowing about your characters long term goals/ties. 3 goals (mix of short terms and long terms ones) minimum.
 
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So results, should be noted a 1 is average(as in an average adult score) but anyway here we go:

Communication 1
Constitution 1
Cunning 1
Dexterity -1
Magic 3
Perception 2
Strength 1
Willpower 1

You could swap two around but if you want to stick to your mage concept, you are basically well setup already as magic is the stat that you need to cast spells.
 
Alright:
Now for mage, the choice comes to the background now, not sure if you are familiar with dragon age universe in general if not guess stuffs worth considering what kind of mage you want to be?

Basically in Dragon Age universe, mages are constantly watched by templars, there is a risk for mages to be possessed by demons from the fade, a dimension that all mages have access to when they lose control or are seduced by the demons. So many mages end up (forced) to join the Circle Mage (essentially organized mage, endorsed by the templars). Some mages prefer to stay in the wild (Apostates). Dwarves can't become mages.

But anyway in dragon age rpg those aren't the only options here a list of background that have the mage class available:
-Apostate (includes human or elf)
-Circle Mage (includes human or elf)
-Escaped Elven Slave (Elf only)
-Tal-Vasthoth (Quanari, humanoid with horns follows the qun, it's a strange philosophy)
-Tevinter Altus (noble mage essentially)
-Tevinter Laetan (mage from mundane background in the imperium)
 
Alright, well then what you get:

+1 to cunning, so your cunning becomes 2.

-Choose one of following ability focus:
Communication (Deception) or Cunning (Arcane Lore)

You can speak and read: Tevinter and the Trade Tongue.

Now roll 2d6, twice, I will tell which benefits you get. If you get the same result, just reroll (like you rolled 8 , then roll 8 again)
 
You got the following focuses:
Cunning (Evaluation)
Dexterity (Riding)


Now we move on to the class: Mage

Primary abilities (more important for your class): Cunning, Magic and Willpower

Starting health: 20+constitution (1) + 1d6
Weapon groups: Brawling and Staves

At level 1 you get:

Arcane Lance: attack roll is magic (Arcane lance) test, resolved like normal ranged attacks (stunts are possible), it does 1d6+Magic damage. No mana points is required for it. Can only be shot from a staff/quarterstaff.

Mana Points: You start with 10+Magic+1d6 mana points, every level up you gain magic+1d6.

Spells:
You start with 3 spells.

Here are some recommended setup: Unless you dislike all of these starting setup, can talk about customizing your starting spells.

Balanced Mage: Arcane Bolt, heal, rock Armor
Creation Mage(Support): Glyph of Paralysis, Heal, Heroic Offense
Entropy Mage (Enemy Control): daze, drain Life, weakness
Primal Mage (Combat): flame blast, rock armor, winter's grasp
Spirit Mage (Combat but no protection from mundane threats): mind blast, spell shield, walking bomb

Starting Talent: You can become a novice in one of the following talents(choose one): Chirurgy, Linguistics or Lore.

Then we will move on to equipment.
 

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