Dragon Age RPG

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Faulkner

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I'm not going to get into any fancy plot description or details here, largely because there aren't any yet.

I want to run a Dragon Age RPG. With help from Seiji and Poet, I was able to acquire all the available handbooks and materials on PDF files. This is my first time using the Dragon Age format, however (I've started a couple of D&D games before but never actually finished any) as well as my first time GMing any game of any sort. As such, we're starting with a test run.

This will be very basic. Set at least a year before the Fifth Blight (aka the events of Dragon Age Origins), the village of Lothering and many traders attempting to travel to and from it were suffering raids from a particularly violent band of Chasind Wilders. While it possessed a Chantry and a small presence of Templars, none of these were equipped to try and pursue the barbarians into the Korcari Wilds where they make their base. So, to deal with the problem, the Revered Mother offered up what money the Chantry could afford to spare as a bounty, to entice any adventurers who might be interested to slay the barbarians and allow Lothering to continue in peace.

The characters you make for this don't have to be the characters you want to use for the rest of forever, just make a character who fits this premise (and I'm including a list of suggested character backgrounds to help) and if you want to you can throw them out and make a new character if the test run goes well. Please keep in mind, our mage character is going to be an apostate, so don't make a character who's likely to turn them in.
 
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Existing Characters
Character Name/LinkPlayer NameClass/Race/Gender
PendingSeijiWarrior/Tal-Vashoth/Male
PendingPoetMage/Elf/Female
EdlynAzathothWarrior/Human/Female
RalthavarLucius CypherRogue/Human/Male
 
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Player's Handbook 1: This is the basic guide that contains almost everything you need to make your character.

Player's Handbook 2: This includes some alternative backgrounds if you don't like any of the ones listed in the first handbook. It also describes the point-buy system we'll be using, but you don't need to download for that--I made a guide for making characters that describes the point-buy system rather well, I think.

MAKING A CHARACTER

Step 1: Deciding on a character

Figure out what you want to play. The three classes available are rogue, warrior, and mage. The three playable races are human, elf, and dwarf—but keep in mind that dwarves cannot be mages. We already have one mage set to go, so we're only taking rogues and warriors for the test run. If you really want to play a mage, just wait til we see how the test run goes; after that, we should be able to move on to a plot that has better room for mages.

I'm also going to make a note here about the Kossith species—aka the giant horned dudes. They can be Qunari (followers of the Qun), Tal-Vashoth (those who broke away from the Qun), or just Vashoth (those who were never born into the Qun); remember those meanings because each one is an easy word for telling us that your character is a giant horned dude with a certain religious affiliation. They're preferable to simply saying "Kossith" because "Kossith" is an ancient term known only to scholars; none of the Qunari or Vashoth seem to answer to it. I only want one representative of this species in the game at any given time; they're supposed to be really uncommon in Ferelden, and I'd like that to be reflected in the character makeup.

Fill out your character's gender and age as well, but skip the background just for now; let's look at the ability scores instead.

Step 2: Abilities
There are eight abilities total.

  • Communication: Your character's social skills, personal interactions, and ability to deal with others.
  • Constitution: Your character's fortitude and resistance to harm.
  • Cunning: Your character's intelligence, knowledge, and education.
  • Dexterity: Agility, hand-eye coordination, and quickness.
  • Magic: Your character's innate arcane power.
  • Perception: All the senses and the ability to interpret sensory data.
  • Strength: Your character's physical prowess.
  • Willpower: Mental toughness, discipline, and confidence.

Some abilities are more important for certain classes than others; those are called primary abilities, with all others being secondary abilities. Here's a list of the primary abilities for each class:

Warrior: Constitution, Dexterity, Strength
Rogue: Communication, Dexterity, Perception
Mage: Cunning, Magic, Willpower

Each ability starts out at 0, and you can spend ten points to increase those abilities, but no ability can go over 3. Don't get too concerned; you'll be able to choose a background for your character later that will give you one or more bonus points in certain abilities, and you'll gain more points for increasing abilities as you level up.

You'll also gain focuses, which are specific to certain abilities and boost your score by 2 points during any given check. More about those when they come up.

Step 3: Backgrounds
Your background will help you figure out more about your character, but also decide what bonuses your character gets. Some of these are set from the get go; all backgrounds will give your character a bonus point to one pre-determined ability, give you a choice between certain focuses, determine what languages you will speak, and occasionally have an extra bonus, like the dwarven resistance to magic.

Each background will also provide you a list of extra benefits to choose from; you'll see it on the table listed alongside your background description, that has a list of 2d6 rolls next to the benefits. Some of those benefits give more bonuses to certain abilities, some are extra focuses. You may choose either 1 ability boost and 1 extra focus or other, or 3 extra focuses/other.

Not all backgrounds make sense for the plot of the test run. Here's a list of the ones I'm recommending:
  • Avvar (set 1)
  • City Elf (set 1)
  • Dwarf Duster (set 1)
  • Ferelden Freeman (set 1)
  • Nevarran Adventurer (set 2)
  • Orlesian Exile (set 2)
  • Surface Dwarf (set 1)

I'd like to note for the record that, for future reference, I don't want to take more than one Kossith/Qunari/Tal-Vashoth/Vashoth character at a time—referring to the species of horned giant dudes in general, sorry. They're supposed to be so uncommon in Ferelden that most people know very little about them.

Step 4: Class Benefits
Now we turn to the section on classes (pages 26-29 of set 1) and figure out how it affects your stats. Remember that we're all starting out at level 1, so don't get ahead of yourself, and remember to record everything on your character sheet. Each class should include how to figure out your character's starting health, the weapons groups your character will start out trained in, and some level 1 powers and starting talents.

Step 5: Your Equipment
Everyone starts out with the same basic list of supplies; weapons and armour will vary based on your class. Make sure to pick weapons from weapons groups your character knows, or you'll suffer penalties when you use them. Some weapons also have a minimum strength requirement, so check that you meet that before you choose it. When you've determined the armour you'll be equipped with, make sure you record the Armour Rating and Penalty on your character sheet. Finally, you'll get 50 + 3d6 silver pieces to buy other supplies with. (For the record, 1 gold piece equals 100 silver pieces, and 1 silver piece equals 100 copper pieces.)

Step 6: Speed and Defense
See page 31 of the set 1 Player's Handbook; your speed is based on your race, your Dexterity, and your armour penalty if you have one, and your defense is based on your Dexterity and shield bonus if you have one.

Step 7: Leveling Up
Every time you gain a level, your health will increase based on your Constitution and a dice roll; you can choose one ability to increase (a primary ability on even-numbered levels, and a secondary ability on odd-numbered levels); you can gain a new focus of your choice (again, a primary ability on an even-numbered level, a secondary ability on an odd-numbered level); and you gain the class powers described in the classes pages. Make sure you keep record all your gains.

BLANK CHARACTER SHEET
Name:
(There are a few pages, starting on page 31 in chapter 2 of the set 1 book, that describe some common names and naming conventions for the different races, so that might be a good place to start.)

Class: Are you a warrior, a rogue, or a mage?

Species: Human? Elf? Dwarf? Qunari/Tal-Vashoth/Vashoth?

Gender: Is your character male? Female? Other?

Background: Start by saying which basic background you chose—for example, Ferelden Freeman. Then describe for us your character's specific backstory and how they came to be in Ferelden, hunting barbarians for bounty. Details, especially any goals or ties to other characters, are great; you never know when they might come into play in the plot.

Age: How many years old is your character? All species currently in Ferelden should have more or less the same lifespan. (We may not know specifics about the Qunari, but we have no reason to believe they live significantly longer than humans.)

Appearance: Feel free to use an image or faceclaim if you like; but there should be a written description accompanying it that, at the minimum, includes any distinguishing features that don't match the picture. If your description is entirely written, things like height/weight and general build, hair colour and length, eye colour, skin tone, and distinguishing features like noticeable scars should be described.

Level: We're all starting out at level 1 for now, but you'll be able to increase this as the game progresses.

Experience Points: You'll wanna make sure you keep track of these. Last thing you want is me to get it wrong and think you're not supposed to level up yet when you are.

ABILITIES
Communication: 0
Focuses:
Constitution:
0
Focuses:
Cunning:
0
Focuses:
Dexterity:
0
Focuses:
Magic:
0
Focuses:
Perception:
0
Focuses:
Strength:
0
Focuses:
Willpower:
0
Focuses:

Armour Type:
Speed:
Defense:
Armour:
Penalty:
Health:

Class Powers/Spells:

  • 1
  • 2
  • 3

SPEED (in yards)
Move:
Charge:
Run:

Weapons Groups and Notes:
(Put here what weapons groups your character is trained in, and if they're carrying a shield, what kind of shield and what the Defense bonus is)

Melee WeaponsAttack RollDamage

Ranged WeaponsAttack RollDamageShort RangeLong RangeReload Time

Talent NameNovice EffectsJourneyman Effects

For Mages Only! (Just delete this if you're not a mage)
Spell NameSpell DescriptionSchoolTypeMana CostCast TimeTNTest

Languages:

Equipment:

Money:
(In this format: 1 gp, 34 sp, 76 cp)

Code:
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[/table]
 
 
 
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[/table]
 
 
 
[table][tr][td="border: 2px solid green;"]Talent Name[/td][td="border: 2px solid green;"]Novice Effects[/td][td="border: 2px solid green;"]Journeyman Effects[/td][/tr]
 
[tr][td="border: 2px solid green;"][/td][td="border: 2px solid green;"][/td][td="border: 2px solid green;"][/td][/tr]
[/table]
 
 
For Mages Only! (Just delete this if you're not a mage)
[table][tr][td="border: 2px solid green;"]Spell Name[/td][td="border: 2px solid green;"]Spell Description[/td][td="border: 2px solid green;"]School[/td][td="border: 2px solid green;"]Type[/td][td="border: 2px solid green;"]Mana Cost[/td][td="border: 2px solid green;"]Cast Time[/td][td="border: 2px solid green;"]TN[/td][td="border: 2px solid green;"]Test[/td][/tr]
 
[tr][td="border: 2px solid green;"][/td][td="border: 2px solid green;"][/td][td="border: 2px solid green;"][/td][td="border: 2px solid green;"][/td][td="border: 2px solid green;"][/td][td="border: 2px solid green;"][/td][td="border: 2px solid green;"][/td][td="border: 2px solid green;"][/td][/tr]
 
[tr][td="border: 2px solid green;"][/td][td="border: 2px solid green;"][/td][td="border: 2px solid green;"][/td][td="border: 2px solid green;"][/td][td="border: 2px solid green;"][/td][td="border: 2px solid green;"][/td][td="border: 2px solid green;"][/td][td="border: 2px solid green;"][/td][/tr]
[/table]

"How to use the forum post dice function:

You can also use a built-in post function to make die rolls. At the bottom right-hand corner of any post, you will see a link for "More options". (Note: This will only work on existing posts that are not in edit-mode. This is to prevent cheating by refreshing bad rolls.) Click this link, then click "Throw a dice". In the two fields that are available, specify first the number of dice you would like to roll and then the number of sides ("faces"). The maximum number of sides here is 99."
 
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Name: Ralthavar

Class: Rogue

Species: Human

Gender: Male

Background: A Ferelden Freeman, if one could call him that later into his life. Ralthavar was born to an alchemist family; they made medicine and occasionally poison for anyone who would be willing to employ their services. Short of relying on magic, they were also the only people around who knew how to deal with illness and injuries, so they were very well respected. Ralthavar never really had any greater aspirations within his family; he expected to take up his family's business, maybe find himself a wife and continue their lineage as normal. Like many young boys he did dream of becoming a great warrior like their ancestors before them, but Ralthavar was smart enough to know that he would never really be a true warrior. Even in some of the fights he got into as a child, he never fought "honorably"; he'd throw dirt in the face of his opponents, stomp on their feet or knees, hit them while they weren't looking. He was a brutal but pragmatic fighter, not like some boys who rather just strait up beat on each other up front.

Ralthavar himself was more of a tinkering sort. They had very few dwarves in his home village, but what few they did have had lots of interesting dwarven creations that Ralthavar would play with. The dwarf himself was "Addled", as his father said, due to the lyrium in his blood. The only reason they kept him around was because he could fix up their windmill and such in a single day, since the dwarf never slept. Ralthavar was rather kind to the dwarf, and in turn the dwarf let Ralthavar tinker with all his things. They were strange things that moved on their own, but didn't use magic. They used springs and cogs and other stuff that even the best smiths in the village couldn't make, and they were just smell metal bits. Ralthavar learned how to work with them however, and soon found that he had a knack for breaking things apart and putting them back together, better than ever. He contemplated a career as a locksmith.

It wasn't until Ralthavar grew into a young man that his life started to take a turn for the worse. His family had to move out from the village; the local lord was getting particularly distasteful and after executing the village elder simply because he could not pay the sudden increase in taxes, many were beginning to pack up and move to Lothering. While it might not be the best of places, at least the lord there wouldn't suddenly triple the usual tariffs and kill their leader because of it. Hopefully anyways. And Ralthavar would never find out; his family were one of the first to leave, but they made the mistake of purchasing a good wagon instead of hiring guards. Bandits, likely others who suffered from their lord's exuberate tax increase, attacked the wagon. Only Ralthavar had any real fighting experience, and once one of the bandits took his mother hostage and knocked out his father, he knew that he would die if he tried to fight. So he tried to make a bargain instead.

The bandits knew his family were rich doctors, so Ralthavar offered himself to the bandits to let his parents go free. He offered that they could ransom him in the future; his parents were indeed wealthy and could raise the money for his release, more money than what they had now. To sweeten the deal, Ralthavar promised that he won't run away, and would even use his knowledge of medicine to help out some of the bandits. He could already peg a few of the bandits where had caught some nasty illnesses, and if they didn't get help within a few days, they would die from their fevers. The bandits accepted Ralthavar's offer and let his parents go, but once they were out of sight they bagged Ralthavar and took him to their hide out.

Life with the bandits were unpleasant to say the least. They lived in a dirty cave that lacked good ventilation, so the place smelled of shit and waste. The bandits themselves were, at best, good hunters, but really they were just simple-minded brutes who happened to be able to take on other people better than they could fight a bear. But they had their reasons; they were actually the children of a village who's lord razed to the ground. They didn't know why that happened. Some say it was because there was blood mages in the village and it was actually Templars trying to burn them out. Others think it's because the village leader, after the old one died, had slept with the lord's daughter and wanted revenge. The only one that Ralthavar agreed with was that the lord tried to force some of the villagers into working the iron mines ten miles away even though they raised cattle and other farm animals for a living. By burning down their village, they'd have no choice but to find a new place to live, such as the iron mines. They all agreed that the local lords were crazy and someone ought to put an arrow through their brains, but alas, it wasn't going to be them.

Living with the bandits for five years, Ralthavar started to learn their craft while improving his own. He learned how to fight with two blades and shoot a bow. He also became much lighter on his feet and able to stalk prey as though he was nothing more than a wind on the breeze. He put his tinkering skills to work when the bandits would get a chest or a lockbox, and he'd be able to unlock it without having to resort to a hammer. He also started to create poisons and even bombs for him and his crew to use, which helped them against bigger targets.

Ralthavar once sympathized with the bandits because, like him, they were young foolish men forced into hard times. It was why he stuck with them even though he had so many chances to escape, why he saved their lives even while they took others. He felt kinship with these men. At least until they stopped being men and became monsters. As they were beginning to become more successful with their banditry, they became more bold. They didn't just attack farmers and travelers, but started going after merchant caravans and even royal supply wagons. Sometimes they would even ambush a lone Dalish aravel if they stray too far from the pack. But the one attacked that planted the seed of betrayal in Ralthavar was when they attacked a traveling missionary group from the Chantry. Ralthavar was not a religious man, but even he had some faith in the Chantry to help the poor and needy when others could not. And these missionaries did not even have a templar amongst them; they were nothing more than traveling sisters. Sufficient to say, the bandits wanted to capture and rape the women, seeing that they haven't fulfilled their sexual desires in a long time. Ralthavar was disgusted. While it was true that he too would like nothing more than a woman to keep him warm in bed, he was a bit more romantic than forcing himself onto them. But there was little he could do. He knew that trying to stop them would lead to his death, and than the bandits would go and do their evils without him. There was nothing he could do short of trying to kill as many as he could, but even that wouldn't be enough. He made his excuses and, for once in his life, prayed to the Maker that his fellow bandits would fail or change their hearts. And if nothing else, he prayed for the Maker's forgiveness.

More appropriately, the Maker send someone to punish the bandits instead of forgive them. It was Ralthavar's sixth year with the bandits. Vile scum they were, and Ralthavar only stayed around to gather enough loot and supplies to make a living on his own when he left them. But the leader had a feeling that Ralthavar was planning to flee, and didn't want anyone in the gang to go. Not because he cared about them, but because one of them could lead a whole force of guardsmen onto their hide out. So one day as Ralthavar was going to get ready to make his break for it, the bandit leader sallied everyone, Ralthavar included, to do a patrol on the road. The bandit leader claimed to be in a good mood and felt that today was his lucky day. Fortunately, he was wrong. This was very much apparent when they went after their first target of the day. A long adventurer with a nice looking sword, but otherwise the bandits didn't think he was too impressive. But Ralthavar felt something was off about him. So when the bandits attacked in full force, Ralthavar stayed behind. Good thing he did; that adventurer was a Grey Warden. The bandits never stood a chance; despite being outnumbered 20 to 1, the Grey Warden cut down the bandits like overgrown weeds. Those who saw their fellows get cut down fled, as did Ralthavar.

Gathering what little belongings he could before the other bandits would find him, Ralthavar headed to Lothering. Despite how horrible living with bandits were, he did learn some meaningful skills that he hopes to put to good use. But he'll need some more money first, so when he heard that the Chantry needed some barbarians eliminated, he figured that he could sign himself up. It's the least he could do for his... Weakness.

Age: 26

Appearance:
9tmkfem.jpg


Has a black tattoo that covers his entire back that showed his allegiance to his bandit gang. It consist of three "tears" going down vertically, with one curved underneath the three. The "Demon Claws" they were called, despite never meeting a Demon before.

Level: 1

Experience Points: 0

ABILITIES
Communication: 0
Focuses:
Constitution:
2 (Fereldan Freeman +1)
Focuses: Constitution (Stamina)
Cunning:
2
Focuses:
Dexterity:
3
Focuses:
Magic:
0
Focuses:
Perception:
2
Focuses:
Strength:
2
Focuses:
Willpower:
0
Focuses:

Armour Type: Light Leather
Speed: 13
Defense: 13
Armour: 3
Penalty: 0
Health: 25 + 2 + 1d6 (Roll pending)

Class Powers/Spells:

  • Backstab
  • Rogue's Armor
  • Starting Talent (Thievery)

SPEED (in yards)
Move: 16 yards
Charge: 8 yards
Run: 32 yards

Weapons Groups and Notes:


Melee Weapons

Attack Roll

Damage
Short Sword 3 1d6+2

Melee Weapons

Attack Roll

Damage
Short Sword 3
1d6+2

Ranged Weapons

Attack Roll

Damage

Short Range

Long Range

Reload Time
Short Bow 3 1d6+1 16yards 32yards Minor Action

Talent Name

Novice Effects

Journeyman Effects
Thievery Reroll Lockpick Reroll Trap

Languages: Trade Tongue (King's Tongue)

Equipment:
Backpack, Waterskin, Quiver of Arrows (20), Weapons, Armor,

Money:
0 gp, 50 sp , 00 cp

---

So here's the bare bones so far. Let me know if there is anything that needs specifically alterations or if I'm missing anything.
 
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I'm buying a large tent for four of us, if you want to sleep in it buy something else useful to the party (i.e. a mule, with saddlebags; hunting dog(s); Healer's Kits).
 
Oh,whoops. Meant to convert that to what our amount is suppose to be.
 
WIP
If anyone is interested in a tie to my character, send me a message.​

Name: Edlyn

Class: Warrior

Species: Human

Gender: Female

Background: Fereldan Freeman

Age: 24

Appearance:

Level: 1

Experience Points:

ABILITIES
Communication: 0
Focuses:
Constitution: 4
Focuses: Stamina
Cunning: 0
Focuses:
Dexterity: 2
Focuses:
Magic: 0
Focuses:
Perception: 1
Focuses:
Strength: 3
Focuses:
Willpower: 2
Focuses: Self-Discipline

Armour Type: Heavy Leather
Speed: 11
Defense: 14
Armour: 4
Penalty: -1
Health: 36

Class Powers/Spells:
  • Starting Talent: Weapon and Shield (Novice)
  • Starting Talent: Single Weapon (Novice)
  • Starting Talent: Armor Training (Novice)


SPEED (in yards)
Move: 11
Charge: 5
Run: 22

Weapons Groups and Notes:
  • Brawling, Heavy Blades, Spears, Bludgeons
Melee Weapons Attack Roll Damage
Longsword   2d6
Ranged Weapons Attack Roll Damage Short Range Long Range Reload Time
Throwing Spear   1d6+3 8 Yards 16 Yards Minor Action
Talent Name Novice Effects Journeyman Effects
Armour Training You can wear leather and mail armor without suffering a penalty to Dexterity. You can wear plate armor without suffering a penalty to Dexterity.
Throwing Weapon Your accuracy is uncanny. You gain a +1 bonus
on attack rolls with throwing weapons.
You can ready a throwing weapon in an
instant. You can reload a throwing weapon as a free action
instead of a minor action.
Weapon & Shield You can use shields of all shapes and sizes. You get the full Defense bonus when using a shield. You know how to get the most from your shield. You can perform the Defensive Stance stunt for 1 SP instead of the usual 2.
Languages: King's Tongue

Equipment: Backpack, Waterskin, Medium Shield, Heavy Leather Armor, Longsword, Throwing Spear, Traveller's Garb, (1) Lantern (5 sp), (2) Spike (10 cp), Rope (40 yrds, 4 sp), Tent Large (35 sp), 10 Pints of Oil (80 cp), Whetstone (10 cp)

Money: 14 Silver Pieces
 
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@Lucius Cypher
  1. don't forget to roll for your Health.
  2. Your Move speed should also be 13, and your Charge and Run speeds should be based off that (6 and 26, respectively).
  3. You also need to roll for your extra money, 50 silver is just the base.
  4. Lastly, you're supposed to get some bonus benefits. At the bottom of page 24 of the set 1 handbook, there's a chart that lists some extra benefits for Ferelden Freemen; you can choose eight 1 ability bonus and 1 focus, OR you may choose 3 focuses.

Both you and @Azathoth need to list what your Weapons Groups are--you know, where it says "Weapons Groups and Notes"? That was supposed to be where you put down the weapons groups you're trained in and things like the fact that you're carrying a shield and what bonus it has, it's a little bit important to keep track of that. Sorry if that wasn't clear, I'll edit the blank character sheet to note that.

@Azathoth ,
  1. You can elaborate on the background if you want. You don't need to go into as much detail or length as possible, but there's a lot of different kinds of 'freemen'. Or are you playing a throwaway character? Either way, it's cool.
  2. Did you add on the bonus to Constitution that Freemen get?
  3. How did you get both the Stamina (Constitution) and Courage (Willpower) focuses?
  4. I noticed you took on the Self-Discipline (Willpower) focus, but you can still take either two more focuses from the bonus list, or an ability bonus.
...also for everyone I'm gonna be putting those tables up in code form so Azathoth at least can redo his so all his talents are on the same table. Heh.

EDIT: Hey, did everyone notice the bit about the apostate mage? It's gonna be Poet's permanent character, so please no characters that would try to kill her or turn her over to the Templars?
 
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@Azathoth ,
  1. You can elaborate on the background if you want. You don't need to go into as much detail or length as possible, but there's a lot of different kinds of 'freemen'. Or are you playing a throwaway character? Either way, it's cool.
  2. Did you add on the bonus to Constitution that Freemen get?
  3. How did you get both the Stamina (Constitution) and Courage (Willpower) focuses?
  4. I noticed you took on the Self-Discipline (Willpower) focus, but you can still take either two more focuses from the bonus list, or an ability bonus.
...also for everyone I'm gonna be putting those tables up in code form so Azathoth at least can redo his so all his talents are on the same table. Heh.
1: It's a WIP, it isn't done yet.

2-3-4: "You may choose either 1 ability boost and 1 extra focus or other, or 3 extra focuses/other." I interpreted that to mean that out of all the options I got three focuses, or 1 ability boost and one focus. I'm guessing now that isn't true, and I'm also guessing that Lucius made the exact same mistaken assumption.

And if it matters that they're all in the same table I can do that just fine, I just didn't think it was important. It's entirely cosmetic and doesn't effect the readability of the CS.

I shifted my stats, added the base plus one for Fereldan to constitution and the extra +1 to willpower and I removed the Courage focus. I also changed from single weapon style to throwing weapon style.
 
Also Azathoth, as a Warrior, can't you take three weapons? Or do you have two throwing spears?
 
Sorry sorry my bad, I missed that somehow bluh.

Each background will also provide you a list of extra benefits to choose from. Some of those benefits give more bonuses to certain abilities, some are extra focuses. You may choose either 1 ability boost and 1 extra focus or other, or 3 extra focuses/other.
That was supposed to refer only to the ability boosts and focuses listed on the table you see in your background description. Sorry that wasn't very clear. Need to figure out how to edit that...

EDIT: Okay, altered the text a bit and hopefully that clarifies it. Sorry again.
 
Also Azathoth, as a Warrior, can't you take three weapons? Or do you have two throwing spears?
I literally have no use or desire for a third weapon, although two throwing spears might be a good idea (assuming they, unlike arrows, don't come with multiples).


And no problem, Faulkner.
 
*gets out the thread defibrillator*

Sorry this has been neglected, between the holidays and the insane response to the other RP I'm running, it's been a bit crazy.

Time to get to work!

@Lucius Cypher and @Atlas , are your character sheets both done?
 
I don't have a backstory yet, but that could be an easy fix. It depends on how many people we're getting, if no one else is interested I'll switch to a mage.
 
Right. Time to harass @Poet and @Seiji Snow to see if they're still in this or not. And a very basic backstory would be nice, but isn't necessary given this is just a test drive and all, heh.
 
Still a WIP, lots of stuff going on this Holiday seasons. I'm suppose to be on vacation dammit, not being everyone's errand boy! But yeah, I'll try to hammer out the kinks in my CS at some point.
 
Haha, okay, thanks for getting back to me. =)
 
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