
![]() |

Hello everyone interested.
Here is a place for rule discussion, character creation, and other information related to the Dragon Age campaign using the AGE system.
Game Mechanics
The main thing of interest in the AGE system is the introduction of a dragon die. On the board, this will always be the last die rolled in any 3d6 or 4d6 roll requested. For example, in the die roll 3d6 ⇒ (6, 1, 2) = 9, the last number rolled would be considered the number shown on the dragon die.
CHARACTER CREATION
1. Create a character concept.
2. Determine abilities.
3. Choose a background.
4. Choose a class.
5. Pick Equipment.
6. Calculate defense and speed.
7. Pick a name.
8. Choose goals and character ties.
Determining Abilities
While the game rules recommend 3d6 for each ability score as a flat roll, I am providing a dice pool of 32d6 to be split between the ability scores as you desire depending on your character concept. The minimum number of dice that can be provided for an ability score is 3.
The highest 3 dice rolled for each ability score will determine that ability's score.

jlord |

So, do you allocate dice first or roll then allocate the dice. I am assuming allocate then roll, but it I am wrong let me know...
Not sure what I am going to make yet, but I am thinking a dwarf, so probably a warrior or rogue.
Not sure if I found this tread prematurely, but if not you might want to set up a link in the recruitment thread.

jlord |

Surface Dwarf Background rolls
2d6 ⇒ (5, 6) = 11 Focus:Willpower Courage
2d6 ⇒ (4, 3) = 7 +1 Communication
I'm 99% sure I'm going to make a warrior. I can't imagine a dwarf without an axe. :)
A dwarf whom became a woodsman and started a small family on the surface. he lost his wife and children to a darkspawn raid and now adventures to seek vengeance. I'll flesh it out more as I have time...
Stats... Here we go...
Communication 3d6 ⇒ (5, 1, 5) = 11 = 1 (2)
Constitution 4d6 ⇒ (2, 5, 6, 3) = 16 = 2 (3)
Cunning 4d6 ⇒ (6, 1, 6, 6) = 19 = 4... If Warrior, swapped with str...
Dexterity 5d6 ⇒ (4, 1, 1, 3, 6) = 15 = 2
Magic 3d6 ⇒ (5, 6, 1) = 12 = 2... If Rogue, swapped with str...
Perception 4d6 ⇒ (4, 4, 3, 5) = 16 = 2
Strength 5d6 ⇒ (1, 4, 2, 1, 1) = 9 = 0... swapped with magic or cunning depending on class chosen...
Willpower 4d6 ⇒ (6, 2, 1, 4) = 13 = 2
Level 1 Health roll...
1d6 ⇒ 3
Starting Wealth...
3d6 + 50 ⇒ (1, 1, 5) + 50 = 57sp

![]() |

Remember to just use the highest 3 die rolls from each ability generation, not the total of all of them. Increasing the number of dice just increases the chance of getting higher numbers. This method isn't meant to generate numbers higher than 18... :)
Modified, then, your abilities would be as follows.
Communication: 11: 1 +1 =2
Constitution: 14: 2 +1 =3
Cunning: 18: 4
Dexterity: 13: 2
Magic: 12: 2
Perception: 13: 2
Strength: 7: 0
Willpower: 12: 2
Which doesn't really change your abilities at all, but I thought I would clarify for other players.
2d6 ⇒ (2, 2) = 4
1d6 ⇒ 1
1d6 ⇒ 1
4d6 ⇒ (2, 3, 1, 6) = 12

![]() |

Ok, working to whip up a character now.
My current thought is a city-elf rogue. Someone who was a servant to a richer man in town while doing some sort of illegal activity, maybe supplying information to some local thieves or helping a nearby Dalish tribe cause trouble. He was caught and escaped town. Not ready to just settle somewhere into the subservient lifestyle expected of elves he decided to put the skills he had picked up in less approved methods to use.
Just my first idea in terms of a background. I'll get the stats to go with it taken care of now. If you have any changes or ideas, let me know.
Celerin
Communication 5d6 ⇒ (1, 2, 1, 1, 6) = 11
Constitution 3d6 ⇒ (3, 6, 4) = 13
Cunning 5d6 ⇒ (5, 5, 5, 1, 3) = 19
Dexterity 5d6 ⇒ (3, 2, 4, 1, 6) = 16
Magic 3d6 ⇒ (2, 5, 1) = 8
Perception 4d6 ⇒ (5, 3, 5, 2) = 15
Strength 4d6 ⇒ (1, 4, 2, 1) = 8
Willpower 3d6 ⇒ (4, 2, 1) = 7
So:
Communication- 9(1)(2 w/ background)
Constitution- 13(2)
Cunning- 15(3)
Dexterity- 13(2)(3 w/ background)
Magic- 8(0)
Perception- 13(2)
Strength- 7(0)
Willpower- 7(0)
City Elf Background Rolls
2d6 ⇒ (4, 2) = 6
2d6 ⇒ (6, 6) = 12
So as a City Elf:
+1 on Communication
Focus Dexterity(Initiative)
+1 Dexterity
Focus Dexterity(Stealth)
Speak and read Trade Tongue
Starting Health 1d6 ⇒ 4
HP 31
Rogue Stuff:
Backstab +2 on attack, +1d6 Damage on target snuck up on.
Ignore Penalties in Leather Armor.
Starting Talent: Scouting(Novice)
Gear:
A backpack.
Traveler’s garb.
A waterskin.
Light leather armor.
Short bow(1d6+1).
Short sword(1d6+2).
Quiver of 20 arrows.
Lockpicks(-12sp)
Rope 20yds(-2sp)
Spike x10(50cp)
Torch x5(50cp)
Starting Cash 3d6 ⇒ (2, 5, 6) = 13
63sp
-15sp
48sp
Speed 12
Defense 13
Armor 3
Phew, I think that covers it. I'll get this cleaned up, organized, and go over it to see if there is anything I want to change.
Jlord, any thoughts on how our characters may have met?

Here4daFreeSwag |

I can do the "healery and blastery" stuff then; most likely will be a Human Circle Mage- possibly sent by the Circle to help curry favor with said nobleman by watching over his wayward son.
Communication-4d6
4d6 ⇒ (2, 1, 4, 4) = 11
Constitution-3d6
3d6 ⇒ (6, 1, 2) = 9
Cunning-4d6
4d6 ⇒ (3, 1, 5, 2) = 11
Dexterity-4d6
4d6 ⇒ (3, 6, 3, 3) = 15
Magic-5d6
5d6 ⇒ (5, 3, 2, 4, 6) = 20
Perception-4d6
4d6 ⇒ (1, 3, 4, 2) = 10
Strength-3d6
3d6 ⇒ (1, 4, 6) = 11
Willpower-5d6
5d6 ⇒ (5, 5, 4, 2, 6) = 22

Here4daFreeSwag |

From the above roll:
Communication: 2,4,4=10, so a +1 there
Constitution: 6,1,2=9, so a +1 there
Cunning: 3,5,2=10, so a +1 there
Dexterity: 3,6,3=12, so a +2 there
Magic: 5,4,6=15, so a +3 there
Perception: 3,4,2=9, so a +1 there
Strength: 1,4,6=11, so a +1 there
Willpower: 5,5,6=16, so a +3 there
Most likely will keep the scores as is/no change arounds.
With the Circle Mage background, there's an additional 1 to Magic for a total of +4, will choose Cunning (Historical Lore), Speak and Read Trade Tongue and Read Ancient Tevene, and will roll two 2d6's here:
2d6 ⇒ (3, 6) = 9
2d6 ⇒ (4, 4) = 8
For an additional result of: +1 to Cunning for a total of +2 and a Focus on Constitution (Stamina).
As a Circle Mage, the character gets these class abilities:
Arcane Lance, Magic Training/Spells, Mana Points, and a Starting Talent (Lore will be chosen).
For Mana, 1d6 ⇒ 5, for a total of 10+ Magic (4)+ 5= 19 Mana
For Starting Health, 1d6 ⇒ 3, for a total of 20+ Constitution (1)+ 3= 24 total
For Equipment, will start with a Backpack, Traveler's Garb, Waterskin, a Wand, and one Weapon (Will choose a Quarterstaff). In terms of Silvers carried:
50+3d6 ⇒ (6, 1, 2) = 9 gives a result of: 59 silvers.
Since it is highly unlikely that the Circle Mage will wear armor, the defense and speed will be both at: 12 (10+Dexterity (2))
For a Name... Will choose Rylan- a Male Circle Mage.
The starting spells will be: Heal, Rock Armor, and Shock
Resulting Character:
Rylan, Male Circle Mage
Communication: +1
Constitution: +1
Cunning: +2
Dexterity: +2
Magic: +4
Perception: +1
Strength: +1
Willpower: +3
Cunning (Historical Lore): +4
Constitution (Stamina): +3
Speaks and Reads: Trade Tongue and Reads: Ancient Tevene
Talent (Lore)
Arcane Lance: 16 yards range, 1d6+4 damage.
Spells: Heal, Rock Armor, and Shock
Mana: 19
Health: 24
Defense: 12
Speed: 12
Coins: 24 Silvers, 70 Coppers
Equipment: Backpack, Traveler's Garb, Waterskin, a Wand, Quarterstaff (Dexterity, 1d6+1), 2 Pairs of Candles (4 total, purchased), 1 Empty Flask (purchased), Flint and Steel (purchased), 1 Vial of Black Ink (purchased), 5 Pints of Oil (purchased), Healer's Kit (purchased), Lantern (purchased), Belt Pouch (purchased), 20 yards of Rope (purchased)

Here4daFreeSwag |

On second consideration, I'll change the third spell from Shock to Mind Blast; that way, there's no immediate "catching friends in the fireball radius situation".
So the Spells will now be:
1. Heal: 1 Mana=1d6 Health, 1-3 Mana
2. Rock Armor: 3 Mana for an hour-long 4 Armor Rating, up to 6 hours for each additional Mana spent, 3-8 Mana
3. Mind Blast: 50 yards visual targeting, 2 yard radius of knocked prone and possible loss of major action, 3 Mana
So final version is:
Rylan, Male Circle Mage
Communication: +1
Constitution: +1
Cunning: +2
Dexterity: +2
Magic: +4
Perception: +1
Strength: +1
Willpower: +3
Cunning (Historical Lore): +4
Constitution (Stamina): +3
Speaks and Reads: Trade Tongue and Reads: Ancient Tevene
Talent (Lore)
Arcane Lance: 16 yards range, 1d6+4 damage.
Spells: Heal (1 Mana=1d6 Health, 1-3 Mana), Rock Armor (3 Mana for an hour's 4 Armor Rating, up to 6 hours for each additional Mana spent, 3-8 Mana), and Mind Blast (50 yards visual targeting, 2 yard radius of knocked prone and possible loss of major action, 3 Mana)
Mana: 19
Health: 24
Defense: 12
Speed: 12
Coins: 24 Silvers, 70 Coppers
Equipment: Backpack, Traveler's Garb, Waterskin, a Wand, Quarterstaff (Dexterity, 1d6+1), 2 Pairs of Candles (4 total, purchased), 1 Empty Flask (purchased), Flint and Steel (purchased), 1 Vial of Black Ink (purchased), 5 Pints of Oil (purchased), Healer's Kit (purchased), Lantern (purchased), Belt Pouch (purchased), 20 yards of Rope (purchased)

![]() |

Okay, everyone... Characters look great. Don't spend all your starting cash, though, cause each of you will have a special offer related to your backgrounds, and an opportunity to purchase something rather extraordinary.
2d6 ⇒ (3, 3) = 6
2d6 ⇒ (4, 6) = 10
1d6 ⇒ 5
1d6 ⇒ 3
4d6 ⇒ (3, 4, 2, 4) = 13
2d6 ⇒ (5, 5) = 10
1d6 ⇒ 3
1d6 ⇒ 2
4d6 ⇒ (6, 2, 2, 2) = 12

jlord |

I haven't really had a chance to put anything to writing, but the jist of the character's background is that he is a surface dwarf woodsman, whom lost his family to a darkspawn raid, and has since lived his life for the sole purpose of killing darkspawn and helping those in need against them.
There is a lot of potential room to build a background involving you guys too, let me know what you guys think.
Also, here is a rough of the character sheet...
Will this "special offer" be pregame, or should we go into the game with a good deal of left over money?

![]() |

Yep, no characters are final until you say they are... Gotta have breathing room.
Your item is something rather interesting. Its actually a demonic item, that the Circle had intended to destroy but had not yet found a way to. I'm not certain if you want the item, because your character might not be interested in things like that. It would have cost you 25 silver to bribe the templar who was locking it in one of the basement rooms. If you're not interested in a demonic item, let me know, and I'll reroll something else for you.

James Keegan |

Hey, Stardust. Any more room in your game? I have the Dragon Age RPG but have never had the opportunity to play it and I'd be interested in seeing it in action. I'd like to play a human Ferelden, probably a warrior since most of the other bases seem to be covered.

James Keegan |

Awesome! Let's start with these rolls- aiming for a Ferelden warrior, so Strength, Constitution and Dexterity take precedence.
Rolls:
Constitution- 5d6 ⇒ (5, 6, 5, 6, 2) = 24
Cunning- 3d6 ⇒ (2, 3, 6) = 11
Dexterity- 5d6 ⇒ (4, 3, 5, 4, 5) = 21
Magic- 3d6 ⇒ (1, 4, 6) = 11
Perception- 4d6 ⇒ (3, 3, 4, 2) = 12
Strength- 5d6 ⇒ (1, 5, 2, 3, 2) = 13
Willpower- 4d6 ⇒ (6, 1, 5, 2) = 14
Which comes to:
Constitution- 3
Cunning- 1
Dexterity- 2
Magic- 1
Perception- 1
Strength- 1
Willpower- 2
For my swap, I think I'll switch out Communication for Strength, final result being:
Constitution- 3
Cunning- 1
Dexterity- 2
Magic- 1
Perception- 1
Strength- 2
Willpower- 2
Fereldan Freeman background: +1 Constitution, Constitution (Stamina), speak King's Tongue, Warrior class.
Background 1: 2d6 ⇒ (2, 3) = 5
Background 2: 2d6 ⇒ (4, 6) = 10
So that would be Communication (Animal Handling) and Constitution (Swimming)
Final scores:
Communication- 1
Constitution- 4
Cunning- 1
Dexterity- 2
Magic- 1
Perception- 1
Strength- 2
Willpower- 2
Ability Focus- Communication (Animal Handling), Constitution (Stamina), Constitution (Swimming)
Warrior Class:
Weapon Groups- Brawling, Bows, Heavy Blades, Spears
Talents- Novice Archery, Novice Armor Training, Novice Weapon and Shield
Health: 1d6 ⇒ 1
Total Health: 35
Equipment- Backpack, Traveler's garb, Waterskin, Heavy leather armor, Short bow, Long sword, Spear, Quiver of 20 arrows, Medium shield
Money- 3d6 + 50 ⇒ (2, 2, 6) + 50 = 60
Defense- 14 (10 +2 dex+ 2 shield)
Speed- 11 (10 +2 dex -1 Heavy leather)
My warrior will be named Calder. He hails from the Bannorn in Ferelden, near the River Dane, where he lived with his family, farming and raising horses. When he was young, a childhood friend died tragically when she drowned in the Dane and Calder resolved to teach himself to swim. Though a country boy through and through, Calder idolizes Teyrn Loghain and hopes to follow his example and move up the social ladder to one day either own lands of his own or at least attain knighthood. In pursuit of that goal, he enlisted in his bann's guard, leaving the family farm behind. He's a reliable man and his friends can always count on him, but he does tend to believe most superstitions.
I'll take a look at everyone else and try to figure out how Calder would fit in.

Rylan of the Circle of Magi |

Yep, no characters are final until you say they are... Gotta have breathing room.
** spoiler omitted **
Glad to hear that :)
As for the spoiler, my thoughts on that is:
While it may seem unlikely that the Circle would want to send out a mage that might be tempted towards the use of demonic magic, Rylan might be "willing" to do just that if he was entirely sure of a method of actually destroying the said item in question... especially if people that he cared about (mentors/fellow magi that he "grew" up with) had already been "harmed" (ie. killed or turned into abominations) by such an item. Whether the method that Rylan "knows" about is actually accurate or not, that's a whole 'nother kettle of fish. ;)
Of course, if the item in question is actually powerful enough to turn the party into a magnet for darkspawn/abominations (ie. kind of like the One Ring of Sauron and the Nine Ringwraiths), it might not be a bad idea to run that by with the players of Calder, Celebrin, and Legnar, so that they'd be aware such a situation. In any event, Rylan certainly wouldn't want to "use" the item if he could help it.
Otherwise, Rylan wouldn't be interested in using such an item, so if the item isn't all that important, feel free to reroll for another.

Rylan of the Circle of Magi |

Thanks everyone. The character sheets and play board should be up by Monday. Sorry for the delay, work has been very busy.
** spoiler omitted **
No worries.
Calder's background is ready for perusal. Open to changes if you need, stardust. Should we all know each other before the story starts?
I'd be fine either way with the characters knowing each other through the travels or preknowing beforehand.

James Keegan |

Looking forward to this one- whenever it starts. Dragon Age 2 is giving me my fix at the moment!
I think the easiest is for Rylan and Calder to have known each other as kids, probably from the same village before Rylan was taken to the Circle. Calder has a superstitious streak and is naturally wary around mages, but a familiar face may break him out of it.

Rylan of the Circle of Magi |

Looking forward to this one- whenever it starts. Dragon Age 2 is giving me my fix at the moment!
I think the easiest is for Rylan and Calder to have known each other as kids, probably from the same village before Rylan was taken to the Circle. Calder has a superstitious streak and is naturally wary around mages, but a familiar face may break him out of it.
I could go with that; Rylan could be the "voice of tolerance" for the party then?

Ser Calder |

If that sounds like fun to you, of course. As a Mage, you need a lot of self control to resist temptation, so maybe that would extend to a cool head for party dynamics. It seems like jlord's dwarf would be the brooding loner type on a quest for vengeance whereas Tarlane's elf (from the summary) is a free-wheeling troublemaker. Calder has ambitions to rise in rank and become a leader- but he's not there yet and still needs to see more of the world outside of the freehold. Maybe being close to Lake Calenhad he'd be a little more comfortable around Circle mages though.

Arazni |

Hey all. I don't mean to crash the thread. I'm Alex, Dan's (stardust's) niece. He had to go to central africa for his job (with very short notice) for about 2 months. (I think he's supposed to be back April 17.) I know he doesn't have an internet connection out there, and occasional use of a satellite phone. Anyway he finally told me about the game he was starting (or trying to). While I'm sure he would want to DM this, he's not available at the moment. But I can see you've got a great group together so I can try to find you a DM.
While he didn't say so specifically, I'm sure he would want to apologize for the inconvenience and thank everyone for their efforts. I'll try to find you all a DM.

James Keegan |

I'm still looking for a DM. I'm sure this well organized party is interested in pushing through with the game... but if not, let me know. :)
Thanks Arazni, I'm certainly still interested if you can find someone. Or if your uncle is sure he wants to come back to this in two months.

![]() |

![]() |

Okay, thanks for letting me know. James, you could have Rylan try to identify it if you want, since he has the Lore ability and could at least tell you something about its history. Or you could just wear it and see if what it does.
Generally, as soon as a character tries to do something that the magic item influences, I'll let you know what that is. Magic isn't nearly as hidden (because its rarer) in Ferelden as it is in other worlds.

James Keegan |

I pre-ordered Set 2 today and got the PDF version for $5; it'll be a long time before Ser Calder, Legnar and Rylan can use it, but it seems pretty cool. A bunch of new backgrounds (just about entirely for rogues and warriors, which I guess makes sense- but it does include rules for playing a Qunari), three specializations for each class, rules for Grey Wardens, exploration and role-playing stunts and a different system for advancing attributes through levels 6-10.

Legnar Nevvin |

~~LEVEL UP!~~
Legnar's Level increases to Lv. 2!
Leganr's Attributes Improve:
+1d6 + 3 ⇒ (1) + 3 = 4 hp
+1 Strength
Legnar gains the "Climbing" and "Axes" Ability Focuses!