Fucking about in Ferelden
Only roll dice when asked to – if you roll without being asked you will be given a penalty to your next roll or the GM will be given a bonus.
No mobile phones allowed at the gaming table!
When you are asked to roll keep the dice in front of you until you are asked to roll again. Sometimes it’s not just about passing or failing, there may be degrees of success / failure.
Remember to keep a look out for stunts.
What your character can carry:
- One main weapon and one secondary weapon.
- One set of armor.
- One backpack and anything attached to it.
- 1x Two handed weapon
- 2 x One handed weapons
- 1 x One handed weapon and a shield
- 1 x One handed weapon
- 1 x Bow and a quiver
- 8 x Thrown weapons
- 1 x One handed weapon
- 4 x Thrown weapons / Dagger
Fists / Gauntlets do not take up either of these slots.
A quiver holds up to 20 arrows
An additional 5 arrows can be held in your belt, but if you take melee damage these could be broken.
If you have a pouch belt, it will come with all kinds of handy pockets and hooks and gizmos on it. You can have up to 3 potions/poisons/grenades attached to it. However a pouch belt can only be worn and accessible when in Heavy Leather Armor or worse.
Arrow / Weapon recovery policy:
Arrows can not be recovered. They are one use only items. Thrown weapons can be recovered on a D6 roll of 2+. Non-thrown weapons which are thrown for some reason eg a spear can be recovered in a usable form on a D6 roll of 3+ If recovery is failed they can still be recovered but will need to be repaired at the next blacksmith for 10% of the weapon’s cost before they can be used as anything other than an improvised weapon again.
Anything which is not on your person as detailed above is in, or attached to, your backpack. You can not access your backpack or its attachments during combat. It is assumed you immediately drop it when combat begins. While your backpack is equivalent to a large rucksack, be reasonable as to what you could realistically fit in and attach to it and how much weight you can carry. If you think your character would struggle either drop or sell some stuff or give it to another character to hold on to.
Lockpicks. Each set of lockpicks must be bought separately. Your set might break if you fail to pick a lock. Rogues can use lockpicks without penalty, other classes can use them at -2.
Changes to Dragon Age rules:
Spellpower is now calculated using the following formula:
Spellpower = 10 + Willpower + Focus
Mana increase at level up is now 1D6 + Willpower
Rogues becomes a Novice in one of the following Talents at Level 1:
- Archery Style
- Dual Weapon Style
- Rogue Combat
- Single Weapon Style
- Throwing Weapon Style
The following additional Talent is available:
Requirement: Novice – none, Journeyman – Level 7, Master – Level 15
You know how to fight unfair.
Novice: You deal an extra +1 damage on all attacks. In addition you gain access to the special Bleed! stunt below. You can spend no more than 2 stunt points on it at once:
SP Cost 2+ Bleed!: Your attack ruptures a blood vessel and causes your target to start bleeding. At the beginning of each of their turns they will take 1D6 penetrating damage for every 2 stunt points expended. They can stop the bleeding either by being healed or passing a Constitution (Stamina) test with a TN of 10 + your weapons attack bonus. You can only cause each opponent to Bleed! once per combat.
Journeyman: You deal an extra +1 damage on all attacks. You can also spend upto 4 stunt points on Bleed! In addition you also gain the following stunt bonus:
Stunt Bonus: When using the Dual Strike stunt you can affect up to 2 additional targets instead of the normal limit of 1.
Master: You deal an extra +1 damage on all attacks. You can also spend upto 6 stunt points on Bleed! In addition you also gain the following power:
Braced for impact: You are always ready to roll with the hit and do everything in your power to ensure you are only hit where you want to be hit. You now have two defense values. A low defense (which is your normal one) and a high defense value which is equal to your low defense + your armor rating. If you are hit with an attack which is equal to or higher than your high defense then you take damage as normal however if you are hit with an attack which is less than your high defense but greater than or equal to your high defense then your armor rating counts as double when taking damage.
The GM reserves the right to add to or amend these rules without notice.