
wicked_raygun |

This is the new discussion thread our Dragon Age PBP game. Everyone please introduce themselves and their character, and dot the gameplay thread.
First things first, does everyone have a PDF or physical copy of the game? If not, don't worry. I'll help you build a character.
Once we have that settled, each character is going to choose a link with at least two other characters. Essentially, how do you know this character? Or, what is your relationship? Or something fun.
Finally I want everyone to send to me via private message, 1 secret about your character that no one in the party knows.

wicked_raygun |

Here is a sample Warrior/Rogue character "sheet" format you guys can use. Just hit "reply", and copy the text.
Name: Ebon Finhawk
Class: Level 2 Warrior
Race: Human
Background: Fereldan Noble
Abilities (focus)
1 Communication (leadership)
4 Constitution * (drinking, swimming)
0 Cunning (military lore)
1 Dexterity *
0 Magic
0 Perception
3 Strength * (heavy blades)
1 Willpower
Combat Rating
• Speed 9
• Health 44
• Defense 13
• Armor Rating 4
• Armor Penalty -2
Attacks
• Bastard Sword +5 (2d6+4)
• Dagger +1 (1d6+4)
• Mace +3 (2d6+3)
Powers
• Specializations: Armor Training (novice), Single Weapon Style (novice), Weapon & Shield Style (novice)
• Weapon Groups: Brawling, Bludgeons, Heavy Blades, Light Blades, Spears
Equipment
• 40 sp 5 cp
• Backpack, Traveler's Clothes, Waterskin, Heavy Leather Armor, Bastard Sword Sword, Dagger, Mace

wicked_raygun |

And here is one for Mages.
Name: Dace Ingar
Class: Level 2 Mage
Race: Human
Background: Circle Mage
Abilities (focus)
0 Communication
2 Constitution
2 Cunning * (arcane lore)
0 Dexterity (staves)
4 Magic * (arcane lance, spirit)
0 Perception
0 Strength
1 Willpower *
Combat Rating
• Speed 10
• Health 29
• Defense 10
• Armor Rating 4 (rock armor)
• Armor Penalty 0
• Strain 0
Attacks
• Arcane Lance +6 (1d6+4)
• Staff +2 (1d6+1)
Special Features
• Mana 22
• Spellpower 14 (16)
• SpellS arcane bolt (TN 10, 2 MP), aura of might (TN 14, 5 MP), heal (TN 10, 1-3 MP), rock armor (TN 10, 3-8 MP)
• Talents: Chirurgy (novice)
• Weapon Groups: Brawling, Staves
Equipment
• 10 sp, 5 cp
• Backpack, Robes, Staff
Should have mentioned this in the other post, but the asterisks (*) represent your class' primary abilities.

wicked_raygun |

Wolfe reporting in!
We are doing character creation now, yes? I have the pdf of the players guide. Did you want me to roll attributes now?
Yes, please. For anyone who doesn't have the book, roll 3d6 8 times, and then consult the following table.
Roll -- Starting ability
• 3 -- (-2)
• 4 to 5 -- (-1)
• 6 to 8 -- 0
• 9 to 11 -- +1
• 12 to 14 -- +2
• 15 to 17 -- +3
• 18 -- +4

Zira Mitsobar |

3d6 ⇒ (2, 6, 3) = 11 1
3d6 ⇒ (1, 4, 3) = 8 0
3d6 ⇒ (3, 3, 2) = 8 0
3d6 ⇒ (4, 5, 4) = 13 2
3d6 ⇒ (6, 6, 4) = 16 3
3d6 ⇒ (4, 6, 6) = 16 3
3d6 ⇒ (4, 3, 1) = 8 0
3d6 ⇒ (1, 2, 5) = 8 0
Not too bad. one or two more of +1 would be nice :P

Zira Mitsobar |

Name: Zira Mitsobar
Class: Level 2 Rogue
Race: Human
Background: Antivan Wayfarer
Abilities (focus)
3 Communication* (Bargaining,Seduction)
0 Constitution
0 Cunning
4 Dexterity*
0 Magic
3 Perception*
1 Strength
0 Willpower
Combat Rating
• Speed 14
• Health 25 + 2d6 ⇒ (4, 2) = 6 = 31
• Defense 13
• Armor Rating 3
• Armor Penalty 0
Attacks
• Short Sword +4 (1d6+3)
• Long Bow +4 (1d6+6)
Powers
• Specializations: Backstab, Rogue Armor, Contacts (Novice), Stunt Bonus (Pierce Armor)
• Weapon Groups: Bows, Brawling, Light Blades, Staves
Equipment
• 50 sp + 3d6 ⇒ (3, 5, 4) = 12 = 62sp
• Backpack, Traveler's Clothes, Waterskin, Light Leather Armor, Long Bow, Short Sword

wicked_raygun |

Zira, if you're interested, heavy leather armor would cost 30 sp. And you could sell your light leather for 7 sp, 5 cp. That would give you an armor rating of 4.
You also get a quiver and 20 arrows, since you took a longbow at character creation. If there's any other shopping you'd like to do, before we begin you're welcome to.
And I feel like you're short a focus. For your level 2, did you remember to grab an extra primary ability focus?

Zira Mitsobar |

I will short one or 2 because of the 2x 2d6 we still need to roll for the extra bonusses
I will do my shopping, i simply did the basics for now Done
Should we roll or can we choose?

Zira Mitsobar |

in case we need to roll:
Bonus 1: 2d6 ⇒ (2, 3) = 5
Bonus 2: 2d6 ⇒ (2, 6) = 8 +1 Dex
Bonus 1 reroll: 2d6 ⇒ (5, 3) = 8
Bonus 1 reroll again: 2d6 ⇒ (2, 3) = 5
Bonus 1 reroll again: 2d6 ⇒ (1, 1) = 2 +1 Cunning

Zira Mitsobar |

Yah, with so many option, i had to reroll 3 times :P
Well, i will bump my perception to 4 from my level 2 increase
so dex 4 and perception 4
i may need to go archery route instead of duelest :P
Marksman and eventually Bard :P Sing and dance as i rain death from afar!

-Athros- |

Name: Athros of Sabae
Class: Level 2 Rogue
Race: Elf
Background: Dalish Elf
Abilities (focus)
1 Communication*
1 Constitution
2 Cunning
4 Dexterity* (Bows)(Stealth)
0 Magic
2 Perception*
1 Strength
2 Willpower
Combat Rating
• Speed 16
• Health 25 2d6 + 2 ⇒ (2, 2) + 2 = 6=31
• Defense 14
• Armor Rating 3
• Armor Penalty 0
Attacks
• Short Sword +4 (1d6+3)
• Long Bow +6 (1d6+5)
Powers
• Specializations: Backstab, Rogue Armor, Scouting (Novice), Stunt Bonus (Pierce Armor)
• Weapon Groups: Bows, Brawling, Light Blades, Staves
Equipment
• 50 sp + 3d6 ⇒ (6, 4, 3) = 13= 63sp
• Backpack, Traveler's Clothes, Waterskin, Light Leather Armor, Long Bow, Short Sword
I think everything's right. A thanks to Zira for being a Rogue as well.

Calem Wolfe |

stat roll: 3d6 ⇒ (2, 2, 1) = 5 -1
stat roll: 3d6 ⇒ (1, 6, 1) = 8 0
stat roll: 3d6 ⇒ (3, 3, 5) = 11 +1
stat roll: 3d6 ⇒ (1, 2, 4) = 7 0
stat roll: 3d6 ⇒ (1, 6, 5) = 12 +2
stat roll: 3d6 ⇒ (4, 6, 1) = 11 +1
stat roll: 3d6 ⇒ (1, 1, 2) = 4 -1
stat roll: 3d6 ⇒ (1, 1, 5) = 7 0
Wow. I'm going to be a wimp.

Calem Wolfe |

I would love to be able to do some form of re-rolling.
Okay background benefits:
2d6 ⇒ (2, 2) = 4 Focus Willpower (Self-Discipline)
2d6 ⇒ (4, 3) = 7 +1 Willpower
Freeman Bonuses:
+1 Constitution
Pick one: Willpower (Courage)
Can speak King's Tongue
Warrior Class
Health: 30+ con +1d6 ⇒ 2
level 2: 1d6 ⇒ 6

Vrog Skyreaver |

dotting in and rolling stats!
3d6 ⇒ (4, 4, 4) = 12 2
3d6 ⇒ (6, 5, 5) = 16 3
3d6 ⇒ (4, 5, 2) = 11 1
3d6 ⇒ (5, 3, 1) = 9 1
3d6 ⇒ (4, 2, 1) = 7 0
3d6 ⇒ (6, 2, 6) = 14 2
3d6 ⇒ (2, 3, 1) = 6 0
3d6 ⇒ (5, 6, 1) = 12 2
Escaped Elven Slave Background Rolls!
2d6 ⇒ (1, 2) = 3 +1 Magic OOH!
2d6 ⇒ (1, 5) = 6 Focus: Dex (Brawling)
Starting Health Roll:1d6 ⇒ 1
Starting Mana Roll:1d6 ⇒ 5

Calem Wolfe |

Oh thanks the merciful god Wicked_Raygun.
3d6 ⇒ (2, 2, 1) = 5 -1
3d6 ⇒ (6, 5, 3) = 14 +2
3d6 ⇒ (6, 2, 3) = 11 +1
3d6 ⇒ (5, 6, 2) = 13 +2
3d6 ⇒ (6, 5, 6) = 17 +3
3d6 ⇒ (1, 4, 3) = 8 0
3d6 ⇒ (4, 6, 5) = 15 +3
3d6 ⇒ (3, 3, 5) = 11 +1
...That's WAY better! :D

Calem Wolfe |

A brief bit of back story: Calem was the eldest son of family Wolfe, a poor but content family in Kirkwall. However, with a sudden drop in available work, the family was struggling to sustain itself. Realizing he had been living in the home for too long and was draining food and care his younger siblings (all six of them) could have, Calem sold all his belongings, bought a sword, and gave the rest to the family before catching a boat to Ferelden where he would seek his own fortune.
Serving on the boat as security to earn his passage, Calem was instrumental in fighting off a qunari raiding party that had ambushed the ship shortly out of Kirkwall. While injured, he survived the battle but developed a fever for the rest of the trip. While fighting off the fever he had several dreams that seemed strange and all too real, but when his fever finally broke he could hardly remember what they were.
• What does your character hope to achieve?: He hopes to achieve some wealth or fame, preferably both. He doesn't realize it, but he's also looking for a cause, or some kind of people or place that would make him feel like he belongs.
• (Bonus) character personality: Calem is not an overconfident person. He's quiet, tries to be observant, and knows what it's like looking over others weaker than him from being the eldest of 7. He has a quiet sense of humor, and is generally casual when it comes to handling business.
As for connections, I think I'd have a better chance of knowing or interacting positively with Shianni. Calem has some exposure to Tevinter, since he's from Kirkwall and would actually appreciate her for her abilities.

Shianni Fadrick |

@ Calem: I'm fine with that.
Shianni was the favored slave of a Tevinter Magister named Farthan. Farthan was a blood mage and egomaniac who wanted to use Dalish blood to power a ritual to allow him to contact The Forgotten Ones, a trio of Elven gods who battled The Creators. Shianni watched her five sisters and both her brothers die at Farthan's hand.
On the night that Farthan came for her, something awoke inside her, and she surprised him with her magic. It was at that moment that one of the Forgotten answered Farthan's call, twisting him into something worse than an abomination...and then his body collapsed in on itself. As Shianni lost consciousness, she heard a voice begin to whipser into her ear...
She awoke with a start in a barn in Ferelden, with no idea where she was and a boot kicking her awake, and a staff in her hands that she did know recognize, but somehow knew was hers.
How about this for our connections: I noticed that Calem and Zira both have ship passages in their backstory. What if we were all passengers on the ship that Zira was crewing?
Calem and I could have met in Kirkwall, where I would have marveled at the living conditions of the city elves there.
they have their own houses! and they aren't beaten on a daily basis even IF you do your job correctly! They have the easy life.
Having made friends, I would have left Kirkwall with Calem (cause I don't have anything else to do, and the Tevinter slave markings I have tend to put off most Dalish).

wicked_raygun |

The adventure will take you past the Braecilian Forest. Perhaps Athros offered to guide you through the area. Your general goal will be to arrive eventually to Redcliffe where there is supposed to be mercenary/adventuring work available.
Dalish tend to take odd jobs anyway, when they're not with their clan. Guiding some shemlen along the roads is not a big deal.

wicked_raygun |

One more thing to consider, Shianna is for all intents and purposes an apostate, seeing as how she's not enrolled at the Circle nor escorted by a Templar.
How open is she with her magic? And what are everyone's feelings on the subject?
Also, I'll make the first gameplay post in a little bit. So everyone should at least dot the thread.

wicked_raygun |

Stunts are the Dragon Age version of critical hits. They are special maneuvers that activate whenever you roll doubles in combat. There are stunts for role-playing and exploration, but to keep things simple, we'll ignore those.
Let's say you want to attack someone with your bastard sword. The attack roll would be Strength + Heavy Blades. In your case you don't have the focus for heavy blades, so it would just be strength (+4).
bastard sword: 3d6 + 4 ⇒ (6, 5, 2) + 4 = 17
That was a good roll, and would probably hit. But there were no doubles rolled. But let's pretend that we rolled this, instead:
bastard sword: 3d6 + 4 ⇒ (6, 5, 5) + 4 = 20
That would be stunt. And the first die of 3d6 would be the dragon die, and would tell us how many stunt points we could spend. With 6 stunt points, we could do a lethal blow to inflict an extra 2d6 damage and a skirmish to push the enemy away for 2 yards--or 1 square on a grid.
Any stunt points that were unspent would be lost.

Shianni Fadrick |

Since Shianni is relatively new to magic (and to being a free person), she would probably use it sparingly, especially since she's no slouch in a brawl (and she likes to hit people with improvised weapons, since they're in the brawling group).
You are correct, oh glorious GM, that I forgot my roll for health and Mana for 2nd level.
Health: 1d6 ⇒ 1
Mana: 1d6 ⇒ 1

wicked_raygun |

Since Shianni is relatively new to magic (and to being a free person), she would probably use it sparingly, especially since she's no slouch in a brawl (and she likes to hit people with improvised weapons, since they're in the brawling group).
You are correct, oh glorious GM, that I forgot my roll for health and Mana for 2nd level.
Rough. But don't forget that you add your CON to your health, and your Magic to your Mana. If you raise your CON it also adds +1 health / previous level. The same applies for Magic to Mana.

Zira Mitsobar |

I need to add to my con :P
-Posted with Wayfinder

wicked_raygun |

Calem, you just earned a whopping 6 stunt points. Here's how you can spend them.
• 1+ Skirmish: You can move yourself or the target of your attack 2 yards in any direction for each 1 SP you spend.
• 1 Rapid Reload: You can immediately reload a missile weapon.
• 1 Stay Aware: You take a moment to make sure you’re mindful of everything that’s happening around you. Make a TN 11 Perception test with the focus of your choice. If you succeed, the GM may either make you aware of some battlefield situation that has so far escaped your notice, or give you a +1 bonus to the next test you make.
This bonus can never stack with any other test bonus other than from a focus, must be used on the very next test you make (even if you’re the defender in an opposed test), and expires at the end of your next turn even if you haven’t used it by then.
• 2 Knock Prone: You knock your enemy prone. Any character making a melee attack against a prone foe gains +1 bonus on the attack roll. Prone characters cannot Run and must use a Move action to stand up.
• 2 Defensive Stance: Your attack sets you up for defense. You gain a +2 bonus to Defense until the beginning of your next turn.
• 2 Disarm: You attempt to disarm the target with your melee attack. You and your opponent must make an opposed attack roll. These attack rolls do not generate stunt points. If you win the test, you knock your enemy’s weapon 1d6 + Strength yards away in a direction you nominate.
• 2 Mighty Blow: You inflict an extra 1d6 damage on your attack.
• 2 Pierce Armor: You find a chink in your enemy’s armor. Their armor rating is halved (rounded down) vs. this attack.
• 2 Taunt: You insult or distract one opponent of your choice within 10 yards of you. You must make an opposed test of your Communication (Deception) vs. the target’s Willpower (Self-Discipline). If you win, the target suffers a –1 penalty on attack rolls and casting rolls on their next turn.
• 2 Threaten: You strike a threatening pose, challenging an opponent of your choice within 10 yards of you. You must make an opposed test of your Strength (Intimidate) vs. the target’s Willpower (Self-Discipline). If you win, they must attack you in some way (melee, missile, spell, etc.) on their next turn.
• 3 Lightning Attack: You can make a second attack against the same enemy or a different one within range and sight. You must have a loaded missile weapon to make a ranged attack. If you roll doubles on this attack roll, you do not get any more stunt points.
• 3 Set Up: You create an opening an ally can exploit. Pick an ally you can perceive. On their next turn, that ally
receives a +2 bonus on the ability test of their choice. The ally must chose which ability test to use this bonus on before they roll the dice for it.
• 4 Dual Strike: Your attack is so strong it affects two targets. First, pick a secondary target. They must be adjacent to
you if you are using a melee weapon or within 6 yards of your primary target if you are using a missile weapon. Apply the test result of your original attack roll to the secondary target (in other words, you only make one attack roll and apply it to both opponents). If you hit the secondary target, inflict your normal damage on them.
• 4 Seize the Initiative: Your attack changes the tempo of the battle. You move to the top of the initiative order. This means you may get to take another turn before some of the combatants get to act again. You remain at the top of the order until someone else seizes the initiative.
• 5 Lethal Blow: You inflict an extra 2d6 damage on your attack.

wicked_raygun |

Here are the standard spell stunts, Shianna. You have four stunt points. I would recommend fast casting but it's up to you.
• 1-3 Puissant Casting: Increase the Spellpower of your spell by 1 per stunt point spent, to a maximum of 3.
• 2 Skillful Casting: Reduce the mana cost of the spell by 1. This can reduce the mana cost to 0.
• 2 Mighty Spell: If the spell does damage, one target of the spell of your choice takes an extra d6 damage.
• 3 Mana Shield: You use the residual mana of the spell casting to set up a temporary protective shield. You gain a +2 bonus to Defense until the beginning of your next turn.
• 4 Fast Casting: After you resolve this spell, you can immediately cast another spell. The second spell must have a casting time of a major action or a
minor action. If you roll doubles on this casting roll, you do not get any more stunt points.
• 4 Imposing Spell: The effect of the spell is much more dramatic than usual. Until the beginning of your next turn, anyone attempting to make a
melee attack against you must make a successful Willpower (Courage) test. The target number (TN) is 10 + your Magic ability. Those who fail must take a move or defend action instead.
I'll move these to the Campaign Page a little later. So you guys can find them when you need them.

Zira Mitsobar |

So here's the deal :
Today GMT+2, 3:25 am we welcomed my first born into the world. 16 July 2017
Welcome to my partner in geeky crime. Aldrèa
-Posted with Wayfinder