Taking largely from my one page Savage Worlds Dragon Age conversion, here is a one page set of guidelines for playing in Thedas, the Dragon Age setting.
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BareBones Fantasy RPG is not associated with Skaldcrow Games' Bare Bones Multiverse, despite similar names. Check out Glenn's products by clicking here.
Add the Stunts from here and you might have a complete package:
http://www.dwdstudios.com/node/1338
Good? Bad? Uninspiring? :)
I'd be very interested in something more complete. Try this resource.
http://dragonage.wikia.com/wiki/Dragon_Age_Wiki
I like the tainted condition. I think it could be made more generic. Instead of "-20% to hide from darkspawn", perhaps it could say "-20% to hide from the one who tainted them".
Blood magic is awesome, of course. I love restrictions in settings.
I'm not sure what to think of the bestiary offering yet, or of the Grey Wardens. Magic Staves seems like it is already taken care of with a level in Enchanter. I wonder about simplicity in those,.
http://dragonage.wikia.com/wiki/Dragon_Age_Wiki
That is what I used, along with playing the first game. What do you think is missing?
Blood magic is awesome, of course. I love restrictions in settings.
I'm not sure what to think of the bestiary offering yet, or of the Grey Wardens. Magic Staves seems like it is already taken care of with a level in Enchanter. I wonder about simplicity in those,.
Wouldn't -20% to hide from the one who tainted them be really specific? Usually when tainted (from coming in contact with darkspawn blood) it seems the darkspawn can sense you. Just my take.
Do you think a level in Enchanter does it? They would still have a -10% to spellcasting rolls.
Simplicity - do you think there is too much or to little? And thanks for replying to this nearly dead thread. :)
Hmm. I was thinking the darkspawn was too specific because of being setting-specific, which is fine if a setting is dependent upon a mechanic, but since the setting isn't, I was going for something that could be used outside of DA. Perhaps it could be simply "-20% to hide from those with tainted blood"? That would allow it to be general enough for both of us, not be setting-specific or tainter-specific.
Maybe you could specify that spellcasters, specifically, have the -10. This would not affect enchanters.
Wayyy too little (for me; I like to see "stuff" :) ). It just doesn't feel substantial enough. Quests are a primary feature of DA. I'd like to see something about them, at least for the GM. There is also clan-specific armor.
This isn't nearly dead. It just happens to be a lull on the site. It's finals season and spring. If the majority aren't cramming for exams, they're out with their families and friends. It'll be slow until it heats up outside.
Also, "kossith" is an outdated name within the game. "Qunari" should be in the prime position as the name.
As for other stuff:
I'm thinking that blood magic could still fit into the standard of spellcasters, in that in order to achieve levels above 3rd level, they have to practice blood magic. How does that sound?
I would like to see their classes fleshed out as totems, defining what skills they are made up of, along with one advantage and one restriction each. (What do you think?)
Also, I would like to see a reaver skill. Though it is described as a specialization of warrior, it seems quite different from other skills or skill groups. Though I suppose it could still be minimized as a totem.
It just hit me how to expand it: magic items. Magic items galore.
My son decided to run a DA game and didn't really change any of the rules. He uses my standard house rules and beefs up the Darkspawn versions a bit, but otherwise just uses the rules as written. It's really more a flavor thing. Our characters are gray wardens, and he uses the "sensing darkspawn" and them sensing us for dramatic effect rather than rolling anything. I'm still trying to get him to write up his adventures thus far for the board. He's a very creative kid.
This is the approach I like best.
At the others who responded, great ideas and tips. I made this for DA specific so you have to keep that in mind. Also, I am only familiar with Dragon Age Origins. I have no idea about clan armors and totems but can't they all be represented with core?
Totems were just my attempt at representing classes. The BBF skills and spells would often take care of most of the effects within a class, but many of the classes had 1 extra effect not covered by a skill in BBF. Perhaps they could just be translated to spells or something.
As for clan armors, when you have two types of platemail that provide different effects, then they would need to be represented. I like the way you handled the armors in the Dominion pamphlet.
Here are decent lists of armors:
http://dragonage.wikia.com/wiki/Companion_armor
http://dragonage.wikia.com/wiki/Armor_(Origins)
I would narrow the lists down to favorites. The totals are what to focus on for the Origins armors.
But if it's not something you're up to, it's cool. Those links will be a good resource for me anyway.
Could this be done by having certain ability and/or skill requirements and then a DP cost to purchase?
I don't know enough about the armors to understand how important it is to have new armors added to BBF or to just use existing ones.
For Tamriel I started by adding 3-4 iconic armors that were different enough from BBF to warrant a new entry,then plugged in the others for flavor and merged them with existing BBF armors.
I think you might have to take it from here as my knowledge of the setting is limited to just the first game.
Oh, you also mentioned quests. I'm not sure what you mean. I mean, BBF doesn't specifically have quests int he rule book that is assumed. could you explain what you mean by that?
deleted double post
No one knows less about the setting than me than someone who has never seen the wiki and never played. I don't play MMO's. (Not a fan of so-called "RPG" video games.) I hardly play video games. I only like the setting and saw part of the web series.
Quests:
http://dragonage.wikia.com/wiki/Quests
4E also has a quests mechanic, but I've forgotten too much about it to know if the DA quests are similar.
I read the quests thing at the link you provided. I still don't get how this is different than regular play.
Hmm. That's not actually the page I intended to show. There was a page that seemed to give a mechanical element to quests, but I can't seem to find it now. I didn't give it a thorough look. I just thought it looked interesting. But none of the links on that page lead to it.
This was extremely time-consuming, but quite fun. THIS POST IS EXPIRED. IT HAS BEEN UPDATED IN A POST BELOW.
Runes 2; Hack 3; +20 fire resistance; -5 cold resistance;
+1 fire damage. Description: This simple axe is
very hot to the touch, as if it's been left near a fire. But
holding it seems to make the air around you grow bitterly cold.
Fang (Kopesh Sword)
P/S
1
4D/2
1/-
(50 DEX)
3gp
Runes 1-3; +10 attack, +3 damage vs. beasts; +10 INT; +1
critical hit damage. Description: Known as "the Fang of
Fen'Harel," this elegant dagger was first wielded in the
battles to save the Dales. It was passed down to your mother, and
from her to you.
Keening Blade (Longsword)
P/S
1
2D+3
1/-
85
5gp
Runes 3; Hack 2; +10 attack; +2 cold damage. Description: This
blade makes a eerie wail, just on the edge of hearing, whenever it
cuts the air. Twined runes are carved into its surface, hinting at
the enchantments bound inside.
Meric's Blade (Longsword)
P/S
1
2D+3
1/-
-
13gp
Runes 2-3; x1.5 healing in combat; weakens nearby darkspawn; +3
damage vs. darkspawn. Description: Runes glow along the length of
this mighty blade. King Maric, father to King Cailan, bore it in
his battles against Orlais. When equipped in a set with Cailan's
Shield, the character gains bonuses to damage and to stamina
regeneration while in combat.
Spellweaver (Longsword)
P/S
1
2D+2
1/-
75
12gp
Runes 3; +5 spellcasting; +1 healing in combat; +10 spell
resistance; +2 electricity damage. Description: This ancient
elven-forged blade vibrates slightly to the touch in most people's
hands, but it stills in the grip of a mage. Crafted with lost
techniques for alloying lyrium and metals, Spellweaver enhances a
mage's powers, acting as a focus in the same way as a staff.
Starfang (Longsword)
P/S
1
2D+3
1/-
85
-
Runes 3; Hack 1; +10 DEX; +2 damage. Description: The stoic
blacksmith, Mikhael Dryden, crafted this peerless weapon out of a
metal that fell from the heavens. The world has possibly never
seen its like, or ever will again.
The Rose's Thorn (Kris Knife)
P/S
1
1D+2
1/-
(85 DEX)
115gp
Runes 3; +10 DEX; +1 healing in combat; +3 critical hit damage;
Description: In the darkest alleys on the wrong side of town,
tales of the Black Rose prosper. He was an assassin without peer,
little known except by his wake of bodies--and this dagger, left
in the heart of a king.
The Veshialle (Warax)
S
1
3D
1/-
85
88gp
Runes 3; +10 STR; +1 critical hit damage; +1 healing in combat;
+1 damage vs. creatures. Description: Although the elves of the
Dales fought bravely against the Exalted March, defeat became
obvious. The great elven general Rajmael hurled this axe at the
enemy before leaping to his death over Forlorn Falls.
Topsider's Honor (Longsword)
P/S
1
2D+3
1/-
85
5gp
Runes 3; +20% spirit resistance; +6 damage vs. undead.
Description: The inscription on this blade reads: "There must
always be another to take up arms against the darkness. That is
the core of true family beyond kin, and the unifying link that
will bring day to night and allow the fallen to rest."
* Subtypes - (A)sphyxiate / (C)rush / (D)rag / (F)log / (P)ierce / (S)lash. See weapon notes for details.
** Melee/Ranged weapon ranges in spaces.
*** Damage reduced by 1D if minimum STR not met.
Hack - Remove the listed number from the DR of the target.
Runes - The number of slots for runes available on an object.
This is kinda neat. I like how you have the number of runes that can be added.
I have no idea what to do with the subtypes (too much complexity for me).
The M/R, is that Melee and Ranged? Using the 1/- as a type of on/off switch to note which it is? M or R might be easier to understand.
Those costs seem off by BBF magic creation rules. Are those right?
Nice additions. I like.
Yeah, I forgot to adjust the costs. I started with the costs listed in the wiki, and now I'll adjust them according to BBF.
As for the subtypes, they are fairly complex. I'll cut them down.
I just realized, the costs are off for BBF, but they are not off for Dragon Age. You can use the DA economy instead of the BBF economy.
Yeah, you got it. Spears and other polearms can reach up to 3 spaces in melee. "M or R" would require that only a single number be listed. The number would still need to be identified. And some weapons, such as spears, can be used for both. So a slash is best either way.
Here is a the full list of legendary weapons and ammo. I made adjustments to the one-handed weapons list. I realized I calculated the ability requirements wrong. It's corrected now along with other adjustments. I also changed "Hack" to "Penetrate", because arrows don't hack.
Legendary Weapons
Weapon
Sub*
#Hnd
Dmg
M/R**
Score Req***
Cost
ONE-HANDED
Aodh (Battleax)
S
1
2D+1
1/-
50 STR
6gp
Runes 2; +5% critical hit chance; +20 fire resistance; -5 cold
resistance; +1 fire damage. Description: This simple axe is very
hot to the touch, as if it's been left near a fire. But holding it
seems to make the air around you grow bitterly cold.
Fang (Kopesh Sword)
P/S
1
3D/2
1/-
35 DEX
3gp
Runes 3; +10 melee attack, +3 damage vs. creatures; +10 INT;
+5% melee critical hit chance; +1 critical hit damage.
Description: Known as "the Fang of Fen'Harel," this
elegant dagger was first wielded in the battles to save the Dales.
It was passed down to your mother, and from her to you.
Keening Blade (Longsword)
P/S
1
2D+3
1/-
60 STR
5gp
Runes 3; Penetrate 2; +10 melee attack; +2 cold damage.
Description: This blade makes an eerie wail, just on the edge of
hearing, whenever it cuts the air. Twined runes are carved into
its surface, hinting at the enchantments bound inside.
Meric's Blade (Longsword)
P/S
1
2D+3
1/-
-
13gp
Runes 3; x1.5 healing in combat; weakens nearby darkspawn; +3
damage vs. darkspawn. Description: Runes glow along the length of
this mighty blade. King Maric, father to King Cailan, bore it in
his battles against Orlais. When equipped in a set with Cailan's
Shield, the character gains bonuses to damage and to stamina
regeneration while in combat.
Spellweaver (Longsword)
P/S
1
2D+2
1/-
50 STR
12gp
Runes 3; +5 spellcasting; +1 healing in combat; +10 spell
resistance; +2 electricity damage. Description: This ancient
elven-forged blade vibrates slightly to the touch in most people's
hands, but it stills in the grip of a mage. Crafted with lost
techniques for alloying lyrium and metals, Spellweaver enhances a
mage's powers, acting as a focus in the same way as a staff.
Starfang (Longsword)
P/S
1
2D+3
1/-
60 STR
-
Runes 3; Penetrate 1; +10 DEX; +2 damage. Description: The
stoic blacksmith, Mikhael Dryden, crafted this peerless weapon out
of a metal that fell from the heavens. The world has possibly
never seen its like, or ever will again.
The Rose's Thorn (Kris Knife)
P/S
1
1D+2
1/-
55 DEX
115gp
Runes 3; +10 DEX; +1 healing in combat; +5 melee critical hit
chance; +3 critical hit damage. Description: In the darkest alleys
on the wrong side of town, tales of the Black Rose prosper. He was
an assassin without peer, little known except by his wake of
bodies--and this dagger, left in the heart of a king.
The Veshialle (Warax)
S
1
3D
1/-
60 STR
88gp
Runes 3; +10 STR; +1 critical hit damage; +1 healing in combat;
+1 damage vs. creatures. Description: Although the elves of the
Dales fought bravely against the Exalted March, defeat became
obvious. The great elven general Rajmael hurled this axe at the
enemy before leaping to his death over Forlorn Falls.
Topsider's Honor (Longsword)
P/S
1
2D+3
1/-
60 STR
5gp
Runes 3; +20% spirit resistance; +6 damage vs. undead.
Description: The inscription on this blade reads: "There must
always be another to take up arms against the darkness. That is
the core of true family beyond kin, and the unifying link that
will bring day to night and allow the fallen to rest."
TWO-HANDED
Ageless (Greatsword)
P/S
2
4D/2+4
1/-
70 STR
11gp
Runes 2; Weakens nearby darkspawn; Threat +5; Intimidate +5; +4
damage vs. darkspawn. Description: The markings suggest many have
held this blade, but their identities are not just that obscure,
they are forgotten completely, as if by intent. The blade,
however, endures, becoming better for each owner who raised
it--for the time being--in triumph. Not a benefit willingly given
or easily exploitable.
Faith's Edge (Geat Ax)
S
2
4D/2+2
1/-
65 STR
2gp
Runes 2; +10 willpower; +5 melee critical hit chance; +1
critical hit damage. Description: Inscribed on the haft: "Blessed
is Her touch, blessed is Her breath, blessed is Her blood that
runs through my heart and strengthens my mighty blow."
Starfang (Greatsword)
P/S
2
4D/2+4
1/-
70 STR
-
Runes 3; Penetrate 1; +10 strength; +40 melee attack.
Description: The stoic blacksmith, Mikhael Dryden, crafted this
peerless weapon out of a metal that fell from the heavens. The
world has possibly never seen its like, or ever will again.
The Summer Sword (Two-Handed Sword)
P/S
2
2D+4
1/-
65 STR
3gp
Runes 2; +20 Physical Resistance; Knockback 1. Description: The
hilt of this immense sword bears the mark of Vercenne of
Halamshiral, believed to be the greatest smith in the history of
the Orlesian Empire.
Yusaris (Greatsword)
P/S
2
4D/2+4
1/-
70 STR
5gp
Runes 2; +20 fire resistance; +10 damage vs. dragons.
Description: There is no telling how old this sword is, and yet
the edge is still as bright as moonlight. Written on one side of
the blade are the words, "You are the mirror." On the
other is written, "Reflect."
STAFF
Corrupted Magister's Staff
C
1 or 2
2D+3
1/-
55 Spell
11gp
Penetrate 6; +20 spell use; +1 spirit damage; 50% chance to
paralyze. Description: The metal surface of the staff is covered
with unpleasant scratches and mottled.
Staff of the Magister Lord
C
1 or 2
3D/2+1
1/-
65 Spell
108gp
Penetrate 8; +30 willpower; increase spell use x 2; +20 spell
use; +1 spirit damage; +1 fire damage. Description: Among the last
magister lords to invade Ferelden in the glory days of the
Tevinter Empire was the infamous Tlaxius. His staff was one of the
masterpieces of enchantment of that age.
Wintersbreath
C
1 or 2
3D/2+1
1/-
65 Spell
18gp
Penetrate 8; +25% cold resistance; +10 spell use; +1 cold
damage. Description: Covered in runes of glittering lyrium, this
almost looks like it is full of fireflies. The core of this staff
contains enchanted ice that never melts, causing the staff to
radiate cold. It is said that is what fuels this powerful magical
tool. It makes a soft whistling sound, like the wind through bare
trees.
BOW
Dwarven Defender (Heavy Crossbow)
P
2
2D+2
-/80
50 STR
2gp
Penetrate 2; +10 DEX; +2 damage vs. darkspawn. Description: The
Dwarven Defender was once wielded by the Grey Warden Koral Bemot.
It is said that Koral Bemot single-handedly defended the gates of
Orzammar from invading darkspawn using this very crossbow, and the
weapon still bears the scars of that legendary battle.
Far Song (Longbow)
P
2
2D+1
-/100
65 DEX
101gp
Penetrate 1; +2 damage; +20 ranged attack; +1 critical hit
damage. Description: A dragonthorn bow, it almost hums with a
mysterious power. Its history is no doubt long and varied, but
sadly that tale has been lost to the ravages of time.
Imperium Crossbow (Heavy Crossbow)
P
2
2D+2
-/80
55 STR
3gp
Penetrate 2; +1 damage vs. demons; + 2 damage. Description:
This heavy crossbow bears the marks of the Tevinter Imperium.
Mage's Eye (Longbow)
P
2
2D+1
-/100
65 DEX
4gp
Penetrate 1; +20 ranged attack. Description: This composite bow
is engraved with strange symbols.
The Sorrows of Arlathan (Longbow)
P
2
2D+1
-/120
65 DEX
5gp
Pentrate 2; +3 damage; +10 ranged attack; +5 ranged critical
chance. Description: Ancient carvings cover the limbs of this bow.
It looks to be some form of elven, either a poem or a prayer of
some sort.
The Sorrows of Arlathan Through the Looking Glass (Composite
Longbow)
P
2
4D/2+1
-/140
75 DEX
7gp
Penetrate 3; +5 damage; +10 ranged attack; +10 ranged critical
hit chance. Description: Made with Volcanic Aurum. Ancient elven
carvings cover the limbs of this bow. It looks to be either a poem
or a prayer of some sort.
* Subtypes - (A)sphyxiate / (C)rush / (D)rag / (F)log / (P)ierce / (S)lash. See weapon notes for details.
** Melee/Ranged weapon ranges in spaces.
*** Damage reduced by 1D if minimum score not met.
Knockback – 50% chance to push your opponent back a number of spaces equal to the listed number.
Massive Damage - Multiply damage x10.
Penetrate - Remove the listed number from the DR of the target.
Runes - The number of slots for runes available on an object.
Threat - Modifies the threat level of the wielder.
Weaken - provides -10 to action success scores.
Ammunition
ARROWS
Andreste's Arrows (10)
33gp
Interrupts spellcasting. Description: These arrows are coated
in a mildly poisonous powder. On impact, the powder surrounds the
target, burning their skin and eyes and causing them to lose
concentration.
Arrows of Filth (40)
20gp
+2 damage vs. creatures. Description: These arrows have barbed
tips and will cause grievous wounds and profuse bleeding. They are
also coated in a substance that proves irresistible to animals and
could result in severe mauling.
Elf-Flight Arrows (40)
43gp
+5 ranged attack. Description: 50% chance to stun. Description:
These arrows are perfectly balanced, and will fly more swiftly
than the common arrow.
Fire Arrows (40)
14gp
+1 fire damage. Description: Archers often light arrows such as
these before letting them fly.
Ice Arrows (40)
14gp
+1 cold damage. Description: These arrows are enchanted and
will shatter into piercing shards of ice on impact.
BOLTS
Explosive Bolts (40)
27gp
+3 fire damage. Description: These bolts have a flammable core
and will create a fiery blast on impact.
Fire Bolts (40)
20gp
+2 fire damage. Description: These bolts can be set alight
before they are let loose.
Ice Bolts (40)
20gp
+2 cold damage. Description: These bolts are enchanted and will
shatter into piercing shards of ice on impact.
Knockback Bolts (40)
17gp
Knockback: 1. Description: These bolts have been known to knock
targets off their feet.
Sureshot Bolt (20)
17gp
Massive damage to darkspawn. Description: These arrows were
designed to pierce through thick darkspawn hides.
Go Ascent Go!