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Esoterica from Thedas

Volume 1: Vault

E soterica from T hedas


V olume 1: V ault
By
Doug Newton-Walters

With
Jenni Creagh, Anthony Jurd, Eric Oliver, and Alex Rogers

Dragon Age PnP is Copyright 2000 2010 Green Ronin Publishing, LLC. All Rights Reserved
http://greenronin.com/dragon_age/
Dragon Age: Origins and Dragon Age: Awakenings are Copyright Bioware and EA Games
http://dragonage.bioware.com/

Art
Esoterica Covers by Doug Newton-Walters
Screen Captures and Runes by Jenni Creagh
Griffon by Teleprod
Dragon and item art by Bioware (used without permission)

The following are additions and amendments to the Dragon Age RPG by Green Ronin. These will help fill out the equipment
available to players as well as provide alternate rules. The materials used are those from the computer game and like that
game should probably be used in concert for all types of equipment as the PCs increase in level. The Fatigue rules give
more realistic consequences to play and open up a new area for spells and abilities to affect. Hopefully this will be the first
amongst many additions to the game.
NOTE: None of these are set in stone. If you want a Veridium +3 Damage sword then you should go for it. These are just
the material levels found in the computer game and are used to make it simple.

CONTENTS

D r a g o n A ge

Burdens

CONTENTS

Encumbrance
Dwarven Encumbrance
Consequences

Fatigue
Activity Fatigue
Equipment Fatigue
Receiving Fatigue
*Alternate Stunt Rules
Fatigue Effects
Reducing Fatigue
Coup de Grace
Spells

Rare Crafts
Equipment Materials

Enchantments

31

Runecrafting

32

4
4

Armour
Armour Materials

Shields
Shield Materials

Tools of War
Weapons
Melee Weapon Groups
Missile Weapon Groups
Weapon Materials
Rarity

Quality

Creating Runes

33

Rune Carving
Rune Fusing
Availabilities

33
33
33

7
8

16
16

18
18

19
20
20
22
24
24

25
26

Effects

26

Injuries
2

15

Quality:

Bloody Traumas
Receiving Injuries
Recovering from Injuries
Bed Rest

32
32

4
4
5
5
5
6
6
6

Exceptional Equipment
8
Iron and Steel
9
Veridium
9
Red Steel
10
Silverite
10
Dragonbone
11
Lyrium
11
Hides and Leathers
12
Inscribed Leather
12
Drakeskin
13
Timbers of Thedas
13
Ironbark and Sylvanwood 14
Dragonthorn
14

Heroes Aegis

New Talents
New Cunning Focuses

27
28
28
28
28

Enchantment
Enchanting Runes
Rune Slots
Enchanting Items

34
34
34
34

The Dangers of Lyrium 35


Raw Lyrium
Processed Lyrium
Lyrium Addiction

Weapon Runes
Cold Iron Runes
Dweomer Runes
Flame Runes
Frost Runes
Hale Runes
Lightning Runes
Paralyse Runes
Silverite Runes
Slow Runes

Hybrid Weapon Runes


Amplification Rune
Intensifying Rune
Menacing Rune
Momentum Rune

Armour Runes
Barrier Runes
Immunity Runes
Reservoir Runes
Stout Runes
Tempest Runes

Hybrid Armour Runes


Diligence Rune
Endurance Rune
Evasion Rune

Miscellanea
Talent Changes
Additional Spells
Modified Spells
Extra Specialisations

35
35
35

36
36
36
36
36
37
37
37
37
38

38
38
38
38
38

39
39
39
39
39
40

40
40
40
40

41
42
43
43
44

D r a g o n A ge

Burdens

P art I

Burdens
E ncumbrance

and

F atigue ...

E ncumbrance

D r a g o n A ge

E ncumbrance

F atigue

One of the most important things to consider when


equipping a warrior is how much they can carry. It
is pointless to weigh them down with plate armour,
tower shields and great swords if they just topple
over from exhaustion as a result.

No character can fight indefinitely. Eventually they


reach a breaking point where they cant go on. In
Dragon Age this is referred to as Fatigue. A character
suffers Fatigue Points for performing specific actions
or using certain equipment. The more Fatigue you
have the weaker and more tired you become. You
gain Fatigue points from certain sources.

Many a war has been won by a lightly equipped more


agile force sacrificing high protection and offensive
capability for the ability to outmanoeuvre their foes.
They leave their enemies exhausted trying to run in
circles, worn down by their own gear.
In the game this effect is called Encumbrance. Each
character can only carry so much weight before they
are slowed down and exhausted for it. Equipment
has its own Encumbrance value (abbreviated to Enc.)
that you compare to the characters Encumbrance
Capacity. If a character is carrying more than they
can handle it will adversely affect them.
You calculate your characters EC as follows:
EC = 2 + Constitution + Strength
As you can see, the stronger and tougher a person is,
the more they can endure.

D warven E ncumbrance
Dwarves are a hardy folk, able to lift and carry
heavy burdens for long periods without complaint.
Dwarves start with an EC of:
EC = 4 + Constitution + Strength
Dwarves arent the fastest of creatures but their
ability to bear heavy loads means they can don the
heaviest armour without wilting under the weight.
This is represented by the following Focus:
Constitution Focus: Fortitude.

C onsequences
If, after calculating your characters EC and comparing
it to the total Enc. of the equipment theyre carrying
you find them over encumbered, certain effects come
into play.
For every point of Enc. your character carries that
exceeds their EC, they suffer 1 point of Fatigue (see
next topic) and -1 to their Dexterity as the weight
bears down on them.
eg. Hans has an EC of 5 and a total Enc. of 9. He is so
heavily burdened that he suffers 4 Fatigue and -4 Dex
until he reduces his Enc. levels. Poor Hans...

A ctivity F atigue
Even the fittest character will lose strength and
ability in protracted engagements. A character can
suffer Fatigue from casting spells, performing stunts
and from participating in encounters.
Characters also suffer Fatigue from continual
exertion. An example might be a forced march
to reach a destination more quickly. Obviously a
forced march through snow will be more fatiguing
than a forced march through green fields, whilst
an adrenalin filled haggle with a dwarf merchant is
unlikely to tire someone as much as a desperate duel
with a Revenant.

E quipment F atigue
Unlike Activity Fatigue, Equipment Fatigue only
lasts for as long as the Equipment is being used.
Once equipped, increase your Fatigue total to the
required amount. If you remove your equipment
your Fatigue total also changes by the amount that
equipment conveyed. In this way a heavily armoured
character can drop their armour and run away or
chase an enemy for extended periods of time without
becoming exhausted.
Determine Equipment Fatigue by calculating how
much Encumbrance you receive for weapons, armour
and shields. A character always suffers this value
as standard Fatigue whilst the equipment is being
carried or worn.

R eceiving F atigue

F atigue E ffects

Fatigue is an effect the GM can apply to characters


at their discretion. The GM may choose to have
characters make an ability test like Constitution
(Stamina) in order to avoid it, with a TN appropriate
to the situation. The following table lists some of the
more common ways in which a character can accrue
Fatigue Points.

Once your Fatigue total exceeds half your total


Health you suffer -1 to all tests you perform as you
start to tire. If your Fatigue exceeds your total Health
you suffer -2 to all tests.

F atigue
Source

Fatigue Points

Every hour of narrative exertion

1D6+

Intense Encounters

1D3-2D6

Difficult Hazards (inc. Torture)

Various

Using half Mana

1D3

Using all Mana

1D6

Receiving Magical Healing

1D3

Hit by a Mighty Blow

1D6

Knocked Prone

1D3

Certain Spell effects

Various

Performing a stunt multiple times*

2D6

Per Round at 0 Health

2D6

Equipment

Enc. - EC

*A lternate S tunt R ules


If the GM wishes, characters and creatures can perform
the same stunt more than once when they generate
stunt points. However if they do, they receive Fatigue
as they overstrain themselves. You may instead only
allow PCs do this, because theyre heroic and such.

eg. Hans has a total Health of 40. If he ever accrues 21 or


more Fatigue he suffers -1 to all tests. If his Fatigue level
increased to 41+(!) he suffers -2 to all tests. Poor Hans...

D r a g o n A ge

F atigue

F atigue E ffects
Current Fatigue Total

Test Penalty

Greater than half Health

-1

Greater than total Health

-2

However, as you suffer wounds and lose Health the


effects of Fatigue become more apparent.
If your Fatigue ever exceeds your current Health
level, you must immediately make an Exhaustion
Test vs TN 11 (or the difficulty set by the GM) using
either Constitution (Stamina) or Willpower (Self
Discipline).
A failure means you collapse from Exhaustion and
receive additional Fatigue equal to the Dragon Die
from your failed roll.
A success means you do not test for another 4
rounds. You no longer need to test once your Health
exceeds your Fatigue ie by receiving Healing. Taking
a Breather allows you to ignore the Exhaustion test
until you exert yourself again.

You can accrue Fatigue from many sources, not just fighting...

F atigue

D r a g o n A ge

You may make a TN 11 Constitution (Stamina) or


Willpower (Self Discipline) test each round after
collapsing to see if you can force yourself to get up.
If you fail you may test again next round; if you pass
you may regain your feet as a Minor Action.
eg. Hans had a hard night drinking, wenching and
fighting and accrued 25 Fatigue. He now suffers -1 to all
tests. Unfortunately his bender hasnt gone unnoticed
and someone jumps him in the alley. Hans is stabbed
and his Health drops to 24, less than his Fatigue. He
must immediately make a Constitution (Stamina) test or
collapse from the combination of blood loss and Exhaustion.
Hopefully the thief only wants his money... Poor Hans.
In some situations a character can have full Health
and still receive more Fatigue than this, generally
from narrative effects like a heavy night drinking.
Although you arent injured you have reached the
maximum limit of your endurance and thus test as
normal.

R educing F atigue
The only way to reduce Fatigue is through sleep
or over time with no strenuous activity. Healing,
magical or mundane, cannot remove Fatigue. A
character removes a number of Fatigue points equal
to their Constitution for every hour of rest or nonstrenuous activity. 6 hours of sleep will remove:
6 + Constitution + Level
Worth of Fatigue. Only long rest will reduce your
exhaustion after youve gone beyond your normal
limits, However, there are some spells that can
reduce Fatigue.

C oup

de

G race

Exhausted characters with Health remaining count


as being Prone and so cant be Coup de Graced.

S pells
The following spells inflict Fatigue on their target(s).
Drain Life
If the target fails their Constitution (Stamina) test
they suffer 1D6 points of Fatigue.

Fire Blast
The target suffers 1D6 Fatigue if they fail their
Dexterity (Acrobatics) test and 1D3 if they pass.

Glyph of Paralysis
The target suffers a number of Fatigue equal to the
turns they are paralysed.

Heal
The target of a successful Heal spell suffers 1D3 points
of Fatigue as the mage drains their body to heal it.

Mana Drain
If the targets Mana is drained past half or full by this
spell they incur an additional 1D3 Fatigue each time.

Shock
Anyone in the area of effect suffers 1D6 points of
Fatigue.

Vulnerability Hex
Every time the target of this spell suffers Fatigue whilst
afflicted by it they take double.

Weakness
The target suffers a number of Fatigue equal to
casting rolls Dragon Die, whether they pass their
test or not.
Winters Grasp
Anyone affected by this spell receives 1D3 points
of Fatigue and 1D3 more for every Constitution
(Stamina) test they fail to end its effects.

D r a g o n A ge

Rare Crafts

P art II

Rare Crafts
Exotic Materials

of

Thedas...

E quipment M aterials

D r a g o n A ge

E quipment M aterials
There are many and varied materials used in crafting
throughout Thedas. Amongst peasants, thieves and
darkspawn crude iron weaponry is common. Most
militaries equip their troops with fine steel blades
whilst only the most elite or rich characters will sport
Veridium or Red Steel weapons.
Rich institutions like the Chantry Templars are able
to use their vast wealth to obtain armour made from
the rare alloys found across the continent, making
them a formidable foe. Red Steel and Silverite being
the most sought after. Since the excesses of the
Dragon Hunters of Nevarra, Dragonbone weapons
have become scarce and many a duel has been fought
over possession of just one.
The following are several of the more exotic materials
used in warcrafting and a short description of their
significance to the lands of Thedas.
IMPORTANT NOTE: Apart from some of the basic
concepts described in here (ie that veridium has a greenish
colour or that the original Elven homeland was called
Arlathan) none of the information that follows is actually
part of the Dragon Age setting. It was written to give some
context to the materials used within the setting and tie
them to the various cultures found in Thedas. Bioware and
Green Ronin may decide to explore these areas themselves
in which case they may not have any relationship to the
situations Ive described. If you choose to use any of the
concepts Ive written here just keep in mind that the setting
wasnt written around them (so you wont find peasants
in Green Ronins products being scared by Red Steel for
example).

E xceptional E quipment
It is important to remember when to use the rules
and when to ignore them. Although these materials
are listed in later chapters in ascending order, there
is no need to follow this convention. If a player likes
veridium and receives a new axe at a higher level,
then by all means make it a veridium axe and use the
rules for Silverite instead.
These are listed in the most common order of power
for ease of use, but there will always be weapons
that are the exception to the rule. In fact that very
exceptionality can be a great plot hook and story aid
in its own right. The Red Steel blade Perseverance,
forged as the masterwork of the Dwarven smith
Jarken who insisted he could make a blade the equal
of the best dragonbone sounds far more interesting
than a red steel sword that counts as dragonbone.
This sort of thing can even be applied to a PCs
favourite sword, rather than having them give it up
for a better ingame item. If they grew particularly
fond of a weapon through their adventures then
you can apply the material type the other PCs have
received to their trusty blade instead. That way they
dont have to compromise the story to aid in the
(increasingly more difficult) game.
To avoid making this the default option (and allowing
the PCs to avoid spending money or fighting to get
better gear) you can stipulate that the weapon requires
a tune up. This could be a pricy affair, where only
the most renown weaponsmith will do, or perhaps
require certain materials for the handle and pommel
to increase its balance and so on.

F rom H umble O rigins ...

The Shield Guardiman


remains
Believed to be built frolids,ththe is shield
of several cooking pot ss Gira during
was wielded by Mistre was joked that
the Second Blight. It the goodness
her pot lids absorbed all
her food lacked...

The Mail Anyas Bulwailarbykthe smith


The last unfinished suit of m husband in his quest
Anya, this was worn by her rers. Despite its
for vengeance against her murde ingly deflected any
rough iron appearance it unerr
, protecting
dishonourable blow struck againhisst him
him from the evils that killed wife.

Algards Arsenal
Known as a blade connoisseur,
Algard collected weapons from across
Thedas with unusual histories. He
prized none more than his trio of
blades, the Three Brothers Grim.
Each was a poor quality weapon
made by three feuding brothers.
Caught in an Antivan standoff they
were found dead in a triangle, each
with the blade of another embedded in
his ribs...

I ron

and

S teel

For thousands of years the Alamarri tribes fought


for resources and territory with nothing but the
wood of the forests and the stone of the earth. That
irrevocably changed with the development of copper
metalsmithing amongst the disparate clans. Metal
was stronger than wood and sharper than stone and
could be molded into any shape. With seemingly
supernatural qualities it developed a religious
significance amongst the Alamarri, revered as a gift
from the earth to aid her children.
Over time the holy metalsmiths developed better
techniques to make their peoples weapons stronger,
sharper. Slowly copper gave way to bronze
which in turn was superseded by
iron. In iron the Alamrri found
perfection. It was stronger than
bronze and could hold a keener
edge. It survived dozens of battles
without requiring reworking
and could deflect enemy attacks
without being damaged in the
process.
Only rust confounded them.
So reviled was it that it took on
the aspect of disease and anyone
possessing rusty weapons was seen

V eridium
Within the lands of men Veridium has an air of
mystery about it. For many years only the elves of
Arlathan knew the secret to its smelting or indeed
where to find it in the first place.
It became known as Forest Steel for its green colour
or Elf Weave due to the unique method the Elves
used to create lamellar armour suits. When the elves
bothered to interact with the realms of men they
invariably appeared bedecked in suits of Veridium
armour of breathtaking quality.

as possessing an unclean warrior spirit. A warrior


with such ill kept equipment was scorned as a loose
woman, inviting infection.
So it has been that over the thousands of years of
human occupation in Fereldan, iron has been the
prince of metals. Later the development of steel
further improved the utility of iron, but iron has ever
been friend to the Alamarri.
Amongst the people of Fereldan iron is still commonly
used for mundane tasks. Spades, forks and ploughs
are all constructed from good solid grey iron. The
poorer people of Fereldan however have to make do
with inferior ores. Thus pig iron is more brittle than
normal iron but is also cheaper and easier
to come by. This is the metal of choice
for the Darkspawn who generally
lack the capacity to forge more
complicated alloys.

D r a g o n A ge

E quipment M aterials

Fereldans army is notably well


equipped with fine steel weapons
and armour. Since the liberation
of Fereldan from Orlesian
occupation a strong army has
been of paramount importance to
her continued independence.

colouration. However due to the remoteness of the


ore there has never been a large trade in veridium
and each ingot recovered is a valuable commodity.
Since the destruction of Arlathan and subsequently
the Dales the Dalish Elves have sought to reclaim
what was once theirs. Veridium holds a special
significance amongst them for its links to Arlathan
and they will fight ferociously to recover any objects
created from it with ties to their ancestral lands.

Sadly all this was lost forever when the Tevinter


Imperium invaded Arlathan intent on stealing the
Elves knowledge of magic and subjugating their
people. After the excesses of Tevinter it was thought
Veridium lost forever until suits of the metal showed
up in collections from the time of the invasion.
Later barely legible maps indicating the location of
veridium mines surfaced amongst recovered caches
of Elven lore. With this the metalsmiths of Thedas
began to smelt veridium themselves, albeit not in the
quantity or quality seen from Arlathan.
Veridium is exclusively found in mineral deposits
deep within forested areas. Some claim it is a product
of the trees themselves, hence its distinctive green

E quipment M aterials

D r a g o n A ge

R ed S teel
Blood Steel, Earth Blood, Tevinter Gold, these and
many others are the names given to red steel. Named
for its distinctive blood red lustre, it is a highly prized
material for constructing weapons of war.
Many scholars disagree over just what red steel
actually is. Despite its name it isnt a derivation of
iron, but a unique ore in its own right. However some
believe this to be an ore of iron alloyed with some
other substance that gives it its strength rather than a
unique metal. Whatever the case the biggest limitation
on the creation of red steel is the
location of
the ore. Almost exclusively
found in the deepest, oldest
bones of mountains it is not
easy to retrieve.
Within the lands of Thedas
it is the Tevinter that
prize it most highly
for they believe it to
be the lifeblood of the
earth itself. Control of
red steel would thus
be control of the very

S ilverite
The most highly prized of all metals in Thedas,
silverite holds a position of religious reverence with
the Chantry. Seen as the Light of the Maker made
manifest it is sought after to craft holy icons and to
construct the raiment of the Templars.
This reverence sees it used to construct items of
particular significance, such as a Teryns armour
or a Commanders sword. Equipped thusly they
appear as holy warriors infused with the Makers
light. So it is that anyone bearing silverite is accorded
great respect by the faithful, something the more
unscrupulous elements of Thedas
exploit to their fullest.
The composition of siliverite is
unknown. It neither rusts like
steel nor bends and breaks like
silver. Some claim silverite
ore is the tears the Maker
shed when he turned
from the world after
the desecration of
the Golden City.
Others believe it to
be his last parting
gift, so unwilling
was he to leave.
Objects crafted from

10

foundations of the earth. Many a Tevinter mage


has attempted to use red steel in their experiments
to manipulate earth, hoping to gain advantage over
other kingdoms by turning their own lands against
them.
It is this association with the Tevinter and their long
history of Blood Magic that has given red steel a
sinister reputation. Amongst many of the simpler
folk in Thedas red steel is an evil metal that consumes
the blood of its victims. Its colour reflecting the souls
of the dead trapped within.
Wealthy mercenaries will often use red steel
weaponry and armour in order to capitalise on the
superstitious dread it engenders, using intimidation
rather than force
to accomplish their goals.
There are some though
that see it as a more
noble metal, stained
red with the blood
of those that wield it
in defence of their
homelands.

silverite will outlast almost anything else, further


reinforcing its miraculous reputation in Thedas.
To find silverite is no easy task. There is no surefire
method of uncovering the ore and although the
Dwarves are master miners not even they can find
it with much more certainty than a surfacer. The
more superstitious humans bring chanters whilst
fossicking, hoping to gain the Makers blessing to
discover the ore. Whether this actually helps or not
is unknown, but it doesnt stop them trying. To
uncover a seam of silverite is to set yourself up for
life, so many a would-be miner wanders aimlessly
through the rocky parts of the world in an attempt to
find the elusive metal.
Due to its holy reputation it is the weapon
of choice when confronting
creatures
of
unnatural
origin, like Demons and
Darkspawn.
Silverite
is said to sear their
unholy flesh and boil
their blood with
the merest touch.
Many use their life
savings to purchase
tiny devotional icons
of silverite in the hope that
it will ward off the unholy
monsters at their door.

D ragonbone
The dragon holds a unique place in Thedan lore.
Mightiest of beasts, slayer of kings, it has had a
terrible yet noble reputation. It was this unique status
that ultimately led to its virtual extinction.
Mighty heroes from across Thedas all competed to
slay the beasts as a test of their prowess and none won
more renown than the Dragon Hunters of Nevarra.
The most famous of these warriors hailed from the
Pentaghast Clan, intent on claiming the glory only
slaying a dragon could provide.
Their actions were remarkably successful and
dragons became a thing of legend. The initial
success of the Dragon Hunters flooded the market
with dragonbone which quickly became the most
sought after material in Thedas. The wearing of
dragonbone in any form became
a symbol of heroic status and
orders for dragonbone from
the ruling elite across Thedas
flooded in. Sadly the
supply dried up as the
Dragon Hunters did their
job until the material again
became scarce.

L yrium
More valuable than almost any substance in Thedas,
Lyrium is perhaps also the most dangerous. In
Tevinter it can fetch prices higher than diamond
as the mage lords of that land vie for even a small
amount. Lyrium is a powerful magic amplifier and
when folded into metals produces magical effects of
amazing potency.
Apart from the Dwarven lands however, it is an
extremely controlled and regulated substance. The
Chantry maintains complete monopoly of its export
from the Dwarves, ensuring they control who can
receive it and the price asked. Needless to say the
Chantry is quite wealthy because of this.
The Chantry maintains a religious defence
of its monopoly. They claim Lyrium to be
the Waters of the Fade described in the
Canticles of Threonides, the essence
of Creation that the Maker used
to form the world. Amongst
the Dwarves it has an almost
equally revered position. They
see it as the Gift or Song of
the Stone, given over specially
to the Dwarven people for their
joining with the Stone.

Dragonbone, unlike other materials used in the


creation of weaponry, is exactly what it sounds like.
A dragons bones are stronger than steel and harder
than silverite. Rather than the traditional methods of
bone shaping, such is the resilience of dragonbone
that it requires working like metal. However it
cannot be reforged if an error is made so it is a brave
or skilled weaponsmith that attempts to shape a
weapon from the bones of dragons.

D r a g o n A ge

E quipment M aterials

Even in the Dragon Age it is seen as the ultimate


status symbol amongst the elite and is believed to
impart some of the ferocity of the animal on to the
wielder. Amongst the Nevarrans dragonbone is as
much a badge of authority as a status symbol. Any
clan that can boast a weapon or armour suit made
from the material can draw a direct relationship to
the original hunters from so many years ago.

Over half of all wealth in Orzammar is due to


the trade of Lyrium to the surface. But even then the
Dwarves are frugal in their sales. Only a tiny fraction
of the precious ore is sold to the surface. The greater
majority of Lyrium is given over to the most skilled
Dwarven Craftsmen in order to fashion powerful
magical weapons and armour of unsurpassed
quality.
In its raw unprocessed form Lyrium is extremely
hazardous. Only a few select Mining Caste Families
brave its extraction, following the song it resonates
through the Stone. The Dwarves have developed
a great tolerance of Lyrium but even they can still
be physically and psychologically damaged by its
unprocessed form. To a non Dwarf Lyrium
can sear the flesh and burn the
mind, whilst to a mage it is
almost immediately fatal.

11

E quipment M aterials

D r a g o n A ge

H ides

and

L eathers

Since men first came to Thedas the skins of animals


provided their main clothing. Initially these were just
the untanned, furry hides of the wolves, bears and
other animals they shared the lands with.
Over time the manufacture of leathers became a
more sophisticated process. With the introduction of
various natural chemicals like urine and lime as well
as the use of dung and brains
to bate the
skins, tanners were able to make
longer lasting, harder wearing
leather. This combination of
compounds is where tanneries
got their odiferous reputation.
Leather is most commonly
used for simple clothing;
belts, shoes and coats.
Amongst the warriors of
Ferelden it makes fine
lightweight
armour.
Only
the
most
primitive peoples
still use rough
untreated hides.

I nscribed L eather
This is an unusual and rather expensive form of
lamellar leather that involves lyrium and runic
inscription. The peculiarities of its creation require
the aid of a Formari or Dwarven lyrium folder during
the early stages of the leathers working.
Whilst the hide is being cured, small runes will
be carved into its surface and lyrium infused into
them. This is repeated several times at different
stages of the process with each layer of
leather
receiving its own runic inscription
before it is compressed together to
form a single hard sheet.
Such a labour intensive process
requires both skilled runic
inscription and leather working
to ensure the leather is not
destroyed in the process. As such
only the most renowned leather
workers ever attempt to create
inscribed leather, dependent
on the willingness of any
available lyrium folders
of course. This drives the
price of inscribed leather
up substantially ensuring
only the rich or lucky ever
manage to obtain it.

12

More expensive leathers are made using a variety


of methods. Extensive boiling and pounding can
produce extremely hard skins, almost as tough as
wood. The boiling however tends to shrink the skin
and so more leather is required to craft an article than
would otherwise be the case.
More expensive than boiled leathers, reinforced
leathers tend to have additional materials stitched
into them to provide extra protection. The most
common is the metal stud, an oversized metal rivet
driven through the leather to help
deflect enemy blows. Other more
exotic styles include scale
leather with its stitched metal
plates and woven leather
where multiple strips
have been woven into
a matt.
For
the
modest
warrior leather is the
easiest and cheapest
option.

Once finished the leather takes on a slight bluish cast


due to the tiny amounts of lyrium contained within.
The inscriptions of protection and fortitude carved
throughout provide greater protection than anything
else except leathers made from dragon hides.
Given the rarity of dragons preceding the Dragon
Age, inscribed leather was the single best leather
material available in Thedas. Even now with the
return of dragons, the danger posed in trying to
obtain their skins ensures that the trade for inscribed
leather continues strongly.

D rakeskin
The leatherworkers of Thedas are capable of turning
almost any hide into leather, from horse to nug. The
most prized of all hides are those of dragonkind.
However, these creatures possess a skin of
extraordinary toughness and it requires specialised
methods to cure them.
Rather than the noxious solutions used for mundane
leather, drake skin requires a specially prepared
lyrium solution. Only lyrium is potent
enough to tenderise the iron hard
skin. Like inscribed leather, this
process is labour intensive and
requires a lyrium specialist to
oversee the entire operation. The
lyrium is highly dilute but the
sheer quantity used requires
heavy shielding and isolation
to protect the workers from its
effects.

of strength and skill to get right. During the excesses


of the Nevarran Dragonhunters drakeskin armour
became relatively common. Its superior protection
and comparative light weight made it ideal for those
attempting to track and slay the great beasts.
Since that time drakeskin armour has come to
epitomise the skill and daring of the dragon hunter
and has been adopted by several prestigious warrior
organisations as a badge of honour. The most famous
of these is the Nevarran Scaleblades,
a warrior brotherhood that
specialises in dual weapon
fighting and skirmish
tactics. It is said their
stamina allows them
to run an enemy into
the ground, whilst
delivering death by
a thousand cuts.

D r a g o n A ge

E quipment M aterials

It takes multiple lyrium


treatments over several weeks to
get drake skin malleable enough
to work into a suitable shape,
although even then this requires a lot

T imbers

of

T hedas

Throughout Ferelden the most commonly used


timbers come from the Ash, Elm, Whitewood and
Yew trees. These are used in a variety of ways, from
support structures to fencing and boats.
Elm is a medium density wood noted for its splitresistant interlocking grain. This feature makes it
incredibly useful in construction where an object is
under high stress, such as a carriage wheel or winch.
Unlike many other woods Elm is resistant to decay
when wet making it an ideal wood to use for cheap
water piping. Its bark and seeds are also edible and
have saved many a community from
starvation during famine as
well as providing fodder
for livestock.
Denser than Elm, the
Ash is favoured for jobs
that require strength and
flexibility, such as in the
construction of farm tools
and buildings. Its superior
finishing quality also makes
it popular with woodcrafters
for furniture.

Of all the timbers used in Ferelden none are loved


more than the Yew. Perfect for the construction
of bow staves due to its compression resistant
heartwood and its stretch resistant sapwood, Yew is
used extensively by Ferelden military forces. In fact
so popular is the Yew that it has, in the past, been
harvested to the brink of extinction. Ferelden had to
import Yew from the Free Marches in order to fill
their quota until royal decree protected the Yew from
harvest.
Yew is also used as a medicine in the Tevinter
Imperium for palpitations.
Whitewood is a rarer timber than the
previously mentioned woods used
in Ferelden. It is generally only
harvested from densely forested
areas, any attempts to cultivate
them having ended in failure.
This peculiarity means it
is used mostly by the
nobility for construction
and furniture or to
produce breathtaking
shields and bows.

The sugary secretions of the


Ash are used by the Avvars to
brew potent meads as part of their
pagan rituals.

13

E quipment M aterials

D r a g o n A ge

I ronbark

and

S ylvanwood

Within Thedas there are several legendary timbers


much sought after by the nobility. Ironically the
Dalish Elves have far greater access to these exotic
materials and are understandably reluctant to share
them. It is a lucky human that can obtain even a
small item made from these exotic woods. Lucky or
devious...
The origin of Ironbark is a hotly
contested
topic
amongst
botanists. Many see it not as
a unique tree but a working
process only the Dalish know,
using resins to harden the wood
to a steel like quality. There
are some instead that believe
Ironbark is taken from Sylvans
exorcised by Dalish Keepers,
retaining some of the spirits
magic.
Whatever the truth Ironbark is an
exceedingly strong wood that can hold
an edge, or maintain a tension in excess
of the best steel. Ironbark bows can
produce a force capable of completely
penetrating heavy plate and the

D ragonthorn
The legends surrounding Dragonthorn are many and
varied. Its rarity ensures that only the most dedicated
horticulturists have any inkling into its true nature.
Amonst the Avvars it is the spittle of Dragons, dried
in the heat of their flames and enthorned with the
boneshards of their victims. The Nevarrans claim it to
be the bowels of Dragons grown from the corpses of
their host. As that land is famous for its Dragonhunters
many believe their claims.
Many
attribute
the
plants reddish colour to
the blood of animals that
seeps into the ground
from a Dragons kills.
In reality Dragonthorn
is a far more mundane
substance than any of
the fancy tales spun
by Thedans. Its rarity
is entirely due to the
rarity of Dragons. For
Dragonthorn is a woody
vine that relies on Dragons
for its survival.
The thorns that cover
a Dragonthorn plant are

14

wearer. Ironbark shields are favoured by the Dalish


for their light weight and resilience, perfect for the
Dalishs favoured lightning hit and run tactics.
In the darkest, oldest parts of the forests of Thedas
demons claw at reality, clutching at anything with
a spark of life. In these circumstances they may find
the steady pulsing rhythm of the forest itself. With
nothing else nearby the demon may possess a tree
and slowly mold it into a Sylvan. It is said that not all
Sylvans are created by demons. Others may be the
result of more benevolent spirits. Unfortunately
most people attack first rather than attempt
to ascertain a Sylvans disposition.
From Sylvans comes Sylvanwood, one of the
hardest woods in Thedas. The unnatural magical
modifications made to the tree by the possessing
spirit greatly strengthens the woody fibres. This
magical infusion is where a Sylvans great strength
comes from and it is why Sylvanwood bows
are the dread of any that face
them.
It is said that some of the Sylvans malevolence
lingers still within the wood, taking any opportunity
to lash out in rage. Arrows fired from a Sylvanwood
bow have been known to penetrate stone such was
their power, whilst shields of the substance break
bones as they smash their foes to the ground.
extremely sharp and strong, capable of piercing
steel. The seed capsules of the Dragonthorn use these
iron hard spikes to attach themselves to the bodies of
animals in order to be dispersed across the land.
Most often the damage caused by the thorns will
kill any animal through blood loss, but not those
of Dragonkind. Instead the Dragons will irritably
scratch off the seed or use their flame, leaving it in
a new location. This is generally why Dragonthorn
is found most often around the mountainous lairs of
Dragons. However it is not simply enough for the
Dragon to transport the seeds, they must aid their
germination.
Dragonthorn seed capsules will not open except
under intense heat. Their shells, as strong as
their thorns, are virtually indestructible and
cannot be digested. Only the heat of a
Dragons breath will force the capsules
open and so only the presence of
Dragons will ensure the continuation
of the Dragonthorn.
It is no wonder then that
Dragonthorn is such a rare wood.
But it if can be sourced and if there
is a woodcrafter with enough skill,
the Dragonthorn can produce some
of the most powerful bows known
to any Kingdom.

D r a g o n A ge

Heroes Aegis

P art III

Heroes Aegis
A B ulwark against
D arkness ...

the

15

A rmour

D r a g o n A ge

A rmour

A rmour M aterials

Armour is common in Thedas, as it is continually


riven by war. Most characters make use of mail
armours as they are the easiest to manufacture. The
Dalish are masters of leatherwork and are most often
seen hunting in intricately engraved full lether suits.
The Chantry Templars on the other hand almost
always go about their work in full plate from head
to foot.

Rich institutions like the Chantry Templars are able


to use their vast wealth to obtain armour made from
the rare alloys found across the continent, making
them a formidable foe. Red Steel and Silverite being
the most sought after. Since the excesses of the
Dragon Hunters of Nevarra, Dragonbone weapons
have become scarce and many a duel has been fought
over possession of just one.

Protective Clothing: This armour requires no talent


to use, it just reflects particularly well made or tough
clothing. Only poor farmers or alley trash would
be wearing clothing with no protective value at all.
Note that not all clothing will have an armour rating
and it is perfectly acceptable to have normal clothing
without armour. This can represent any type of
clothing from the robes of a mage to the padding of
a dog trainer.

Leathers used in Thedas come from a multitude


of sources but the most prized is Dragon Leather.
Needless to say it is both rare and expensive.

Encumbrance: Armour is heavy, sometimes very


heavy. You use the armours Enc. value to determine
how overburdened your character is whilst wearing
it.

A rmour
Type

Rating

Enc.

Cost

Protective Clothing
Light Clothing

5 sp

Heavy Clothing

10 sp

Light Armours
Leathers

15 sp

Studded Leathers

30 sp

Brigandine

50 sp

Armour: Armour or Shields made from one of the


following materials increases the Armour Rating and
Defence by the value given. The items retain the same
Enc. and count in all ways as the same type (Light
Mail or Heavy Plate for example) but their protective
values change.

L eather M aterials
Material

Cost Multiplier

Leather Armours only


Rough Hide

-2 Armour

1/4x

Cured Hide

-1 Armour

1/2x

Standard

1x

Hardened Leather

+1 Armour

2x

Reinforced Leather

+2 Armour

4x

Inscribed Leather

+3 Armour

8x

Drakeskin Leather

+4 Armour

16x

Leather

M ana S train

Medium Armours
Chain Mail

75 sp

Splint Mail

100 sp

Light Armour

2 Mana

Scale Mail

150 sp

Medium Armour

4 Mana

Heavy Armour

6 Mana

Heavy Armours
Half Plate

250 sp

Full Plate

10

10

500 sp

Leather

16

Modification

Reinforced Leather

Armour Type

Inscribed Leather

Strain

Drakeskin Leather

M etal M aterials
Material

Modification

Cost Multiplier

Mail and Plate Armours only


Iron

-2 Armour

1/4x

Grey Iron

-1 Armour

1/2x

Standard

1x

Veridium

+1 Armour

2x

Red Steel

+2 Armour

4x

Silverite

+3 Armour

8x

Dragonbone

+4 Armour

16x

Steel

Iron

Clothing is as much a status symbol as it is a


covering. Some rare materials provide considerably
more protection than one would expect given their
diaphanousness.

C loth M aterials
Material

Modification

Cost Multiplier

Rags

-2 Armour

1/4x

Peasant Clothes

-1 Armour

1/2x

Standard

1x

Spider Silk

+1 Armour

2x

Shadowthread

+2 Armour

4x

Inscribed Clothes

+3 Armour

8x

Dragonweave Clothes

+4 Armour

16x

Clothing only

Clothes

D r a g o n A ge

S hields

Grey Iron

Steel

Veridium

Red Steel

Silverite

Dragonbone

17

S hields

D r a g o n A ge

S hields

W ood M aterials

Along with armour, shields protect a character from


harm. From the simplest leather wrap wooden targe
to the impressive tower shield, a shield can mean the
difference between life and death. Just like armour,
shields can be made of different materials, with
the rarest and most expensive providing the most
protection.

S hields
Type

Material

Modification

Cost Multiplier

Elm

+2 Encumbrance

1/4x

Ash

+1 Encumbrance

1/2x

Yew

Standard

1x

Whitewood

+1 Defence

2x

Ironbark

+2 Defence

4x

+2 Defence, +1 Armour

8x

Dragonthorn +2 Defence, +2 Armour

16x

All Shield Types

Sylvanwood

Defence

Enc.

Cost

Light Shield

+1 Defence

15 sp

Medium Shield

+2 Defence

30 sp

Heavy Shield

+3 Defence

60 sp

Encumbrance: Shields have an Enc. value just like


armour and weapons. You use the shields Enc. value
to determine how overburdened your character is
whilst using it.
Grey Iron

Yew

S hield M aterials
Like armour, shields can come in a variety of forms.
The elves often use rare woods in their shields, whilst
the dwarves prefer round steel targes. A well made
shield is a characters best friend.
Encumbrance Modification: Primitive shields may
provide the same protection as superior ones, but
they are invariably clumsy and awkward. A shield
with this modification increases its Encumbrance
value by the amount indicated.

Whitewood
Sylvanwood

Steel

Defence: When a shield is made from one of these


materials it modifies its Defence bonus by the value
given.

M etal M aterials
Material

Modification

Cost Multiplier

Iron

+2 Encumbrance

1/4x

Grey Iron

+1 Encumbrance

1/2x

Standard

1x

Veridium

+1 Defence

2x

Red Steel

+2 Defence

4x

Silverite

+2 Defence, +1 Armour

8x

Dragonbone

+2 Defence, +2 Armour

16x

All Shield Types

Steel

Red Steel

Silverite

18

Viridium

Dragonbone

P art 3

D r a g o n A ge

Tools of War

Tools of War
A W arrior s B est F riend ...

19

W eapons

D r a g o n A ge

W eapons

M elee W eapons

Adventuring is not a safe occupation. Sooner or


later youll find yourself cornered by rampaging
darkspawn. When that happens, youll want a good
weapon in your hand. Its also important that you be
trained in the weapons use. If youre not, youd be
better off trying harsh language.

M elee W eapon G roups


Weapons are divided into Groups of similar
implements. If you are trained in a Weapon Group,
you can use any weapon in that group. If you are
untrained in a Weapon Group however, you suffer
a 2 penalty on attack rolls when using a weapon
from that group and will not benefit from any special
rule the group has. The following lists several new
Weapon Groups and extends the options for existing
ones.
The Melee Weapon Groups are:
Axes, Bludgeons, Brawling, Flails, Heavy Blades, Light
Blades, Spears and Staves.
Encumbrance: Weapons have an Enc. value just like
armour and shields. You use the weapons Enc. value
to determine how overburdened your character is
whilst using it.
Minimum Strength: Weapons have a minimum
Strength recommendation. Individuals with a lower
strength than that listed wont be able to wield
the weapon to its full capacity. You may wield
any weapon, regardless of minimum Strength
recommendation, however you suffer a negative to
damage and attack for each point your Strength is
lower than the recommendation.
eg: Hans has Str -1 and is wielding a two-handed axe with
a min. str recommendation of 3. The difference is 4 (0, 1, 2,
3) so Hans would be at -4 to attack rolls and -4 to damage
rolls. No wonder Hans was robbed so easily. Poor Hans...

M elee W eapon R anges


Weapon

Short
Range

Long
Range

Reload

Throwing Axe

4 yards

8 yards

Minor Action

Throwing Knife

6 yards

12 yards

Minor Action

Throwing Spear

8 yards

16 yards

Minor Action

You can use a throwing weapon in melee using its standard


damage if you wish.

20

Weapon

Damage

Min. Str Enc. Cost

Axes Group (Strength) Piercing


Battle Axe

2d6

14 sp

Hatchet

1d6+3

10 sp

Throwing Axe

1d6+2

10 sp

3d6

20 sp

Two-handed Axe

Bludgeons Group (Strength) Crushing


Hammer
Mace
Morningstar

Two-handed Maul

1d6+2

6 sp

1d6+3

12 sp

2d6

14 sp

2d6+3

19 sp

Brawling Group (Dexterity)


Fist

1d3

Gauntlet

1d3+1

4 sp

Improvised Weapon

1d61

Punch Dagger

1d3+3

8 sp

Flails Group (Dexterity) Flailing


Flail

2d6+2

14 sp

Spiked Chain

1d6+3

9 sp

3d6

17 sp

3d6+2

20 sp

Two-Handed Flail
Two-Handed War Flail

Heavy Blades Group (Strength) Defensive


Bastard Sword1

2d6

20 sp

1d6+3

12 sp

Long Sword

2d6

18 sp

Two-handed Sword

3d6

23 sp

Falchion

Light Blades Group (Dexterity) Accurate


Dagger

1d6+1

9 sp

Short Sword

1d6+2

14 sp

Stilhetto2

1d6+1

10 sp

1d6

10 sp

Throwing Knife

Spears Group (Strength) Reach


Halberd3

1d6+3

25 sp

Spear

1d6+3

12 sp

Throwing Spear

1d6+1

12 sp

Two-handed Spear

2d6+1

20 sp

Staves Group (Dexterity)


Club

1d6

1 sp

Metal Shod Staff

1d6+3

11 sp

Quarterstaff4

1d6+1

3 sp

1 These weapons may be used two handed or one handed. Choose before striking.
When used two handed they roll an additional d6 and discard the lowest roll.
2 Stilhettos replace Accurate with Piercing.
3 A halberd can be used to chop, replacing Reach with 2d6+3 Piercing damage. It is
always used two-handed. You need a minimum strength of 3 to do this properly.
4 Quarterstaves have the Defensive rule.

Special Rules: Some of the Weapon Groups possess


special rules:

Piercing: Any Damage suffered from this weapon


after Armour reduction is increased by 1.
Flailing: Reduce the Defence bonus of a targets
Shield by 1. It takes a Major Action to Ready a Flailing
weapon and you cannot perform an Aim action with
one.
Reach: Increases Adjacent reach by 2 yards.

Accurate: Gain +1 to Attack rolls with this weapon.


Crushing: Ignores 2 points of the targets Armour.
This has no effect on the Pierce Armour Stunt.
Defensive: Adds 1 point to the wielders Defence.
You lose this when Dual Wielding with one or more
Defensive weapons.
An expert in the Duelling Weapon Group may choose whether to use Accurate, Defensive, or Piercing on
their weapons when attacking.

D r a g o n A ge

W eapons

M elee W eapons
Iron

Grey Iron

Veridium

Silverite

Steel

Red Steel

Dragonbone

21

W eapons

D r a g o n A ge

M issile W eapon G roups


Like Melee weapons Missile weapons are divided
into specific groups. If you are trained in a Missile
Weapon Group, you can use any weapon in that
group. If you are untrained in a Missile Weapon
Group however, you suffer a 2 penalty on attack
rolls when using a weapon from that group, you
halve the range of the weapon and will not benefit
from any special rule the group has. The following
lists several new Weapon Groups and extends the
options for existing ones.
Missile weapons add Perception to Damage instead
of Strength.
The Missile Weapon Groups are:
Bows, Crossbows and Slings.
Encumbrance: Weapons have an Enc. value just like
armour and shields. You use the weapons Enc. value
to determine how overburdened your character is
whilst using it.
Minimum Strength: Missile weapons have a
minimum Strength recommendation. Individuals
with a lower strength than that listed wont be able
to wield the weapon to its full capacity. You may
wield any weapon, regardless of minimum Strength
recommendation, however you suffer a negative to
damage and attack for each point your Strength is
lower than the recommendation.
Short Range: Attacks within this range roll
normally.
Long Range: If your target is further away than short
range and up to long range, your attack suffers a 2
penalty.
Reload: After you make a ranged attack, you must
reload before you can fire again. Reload is an action
which can be a major, minor, or free action depending
on the weapon and your talents. This entry on the
table indicates the type of action required to reload
each weapon. Talents may change this.
Special Rules: Some of the Missile Weapons Groups
possess special rules:
Fast: These weapons have no reload time. If you
have the Journeyman level of the Archery talent and
a weapon with this rule you may make an additional
attack as a minor action. The Master level works for
both attacks.
Piercing: Any Damage suffered from this weapon
after Armour reduction is increased by 1.

22

M issile W eapons
Weapon

Damage

Min. Str Enc. Cost

Bows Group (Dexterity)


Short Bow

1d6+1

Bow

1d6+3

2d6+1

Long Bow

1
2
3

8 sp
14 sp
20 sp

Crossbows Group (Dexterity) Piercing


Crossbow Pistol
Crossbow
Heavy Crossbow

1d6+2

2d6

2d6+3

1
2
3

18 sp

20 sp
26 sp

Slings Group (Dexterity) Fast


Slingshot
Sling
Staff Sling

1d3+1

1d6

1d6+3

4 sp
10 sp

M issile W eapon R anges


Weapon

Short
Range

Long
Range

Reload

Bow

24 yards

48 yards

Minor Action

Crossbow

30 yards

60 yards

Major Action

Crossbow Pistol

10 yards

20 yards

Minor Action

Heavy Crossbow

36 yards

72 yards

Major Action

Long Bow

28 yards

56 yards

Minor Action

Short Bow

15 yards

30 yards

Minor Action

Slingshot

6 yards

12 yards

Fast

Sling

20 yards

40 yards

Fast

Staff Sling

24 yards

48 yards

Fast

M issile W eapons
Elm

Whitewood

Sylvanwood

Ash

Yew

D r a g o n A ge

W eapons

Ironbark

Dragonthorn

23

W eapons

D r a g o n A ge

W eapon M aterials
There are many and varied materials used in crafting
throughout Thedas. Amongst peasants, thieves and
darkspawn crude iron weaponry is common. Most
militaries equip their troops with fine steel blades
whilst only the most elite or rich characters will sport
Veridium or Red Steel weapons.

C loth M aterials
Material

Modification

Cost Multiplier

Slings only

Cost Multiplier: This is the amount a weapon created


from these materials costs in excess of the standard
amount given.

Rags

-2 Damage

1/4x

Peasant Cloth

-1 Damage

1/2x

Standard

1x

Damage: These materials affect the lethality of the


weapons constructed of them. Increase the damage
by the number given.

Spider Silk

+1 Damage

2x

Shadowthread

+2 Damage

4x

Inscribed Cloth

+3 Damage

8x

Dragonweave Cloth

+4 Damage

16x

M etal M aterials
Material

Modification

Cost Multiplier

All Weapon Groups except Bows and Brawling


Iron

-2 Damage

1/4x

Grey Iron

-1 Damage

1/2x

Standard

1x

Veridium

+1 Damage

2x

Red Steel

+2 Damage

4x

Silverite

+3 Damage

8x

Dragonbone

+4 Damage

16x

Steel

It is not just the metals of Thedas that run to the


exotic. There are many rare and precious woods
used to make superior bows and crossbows, many of
which the elves have known for thousands of years.

W ood M aterials
Material

Modification

Cost Multiplier

Bow and Staff Weapon Groups only

24

Even slings can be constructed of superior materials,


although this is uncommon and often only done so as
some sort of symbolic gift.

Elm

-2 Damage

1/4x

Ash

-1 Damage

1/2x

Yew

Standard

1x

Whitewood

+1 Damage

2x

Ironbark

+2 Damage

4x

Sylvanwood

+3 Damage

8x

Dragonthorn

+4 Damage

16x

Cloth

R arity
Superior materials are not only expensive, they are
also quite rare. Some are virtually unknown and
must be found in the mysterious parts of Thedas.
Anything above Steel is unlikely to be available
in stores, at least not to the common man. Smiths
may have special stores for the discerning and rich
individual, but more often than not they simply dont
have the stock.
GMs wishing to use materials can make them
rewards for major story arcs, or perhaps available
through exclusive weaponsmiths if theyre on good
terms with them.

D r a g o n A ge

Quality

P art 4

Quality
M asterworks

of

W ar ...

25

Q uality :

D r a g o n A ge

Q uality :
Generally the better quality an item the better
materials it is made from. Although weapons and
armour can ostensibly be created in any quality,
for practical purposes no smith would ever waste
precious Silverite in a poorly constructed item, much
less Dragonbone.
The overwhelming majority of items fall into the
Average quality. You would have to seriously botch
your smithing or have little training in it to create a
Crude or Poor weapon. Similarly only a handful of
weapons or armour would be considered Superior
and even fewer Magnificent. These are rare and
famous items with long and bloody histories.
Cost: Average weapons use the costs given in the
weapon table. Crude and Poor weapons will be
a quarter or half the price of Average weapons
respectively (after working out cost for the Material
type). Superior and Magnificent quality weapons
are not for sale. They are either made to order or
passed on from master to master (or from victim to
slayer...).

E ffects
The following tables lists the different materials that
weapons and armour can be constructed from and
the level of quality they may be made to. Materials
marked with a ~ rarely reach that Quality. These are
general guidelines only. If you wanted a Magnificent
Iron Battle Axe then there is nothing stopping you,
indeed some of the more famous weapons started
their lives as ordinary peasant tools that were later
enchanted into effective implements of death by their
sentimental owners.
Weapons: When used for weapon qualities the
modifiers given are applied to Attack Rolls.
Armour and Shields: When used for armour and
Shield qualities the modifiers given are applied to
the items Encumbrance value for the purposes of
determining total Encumbrance.

Q uality
Weapon
Material

Armr/Shld Crude Poor Average Superior Magnificent


Material
+2
+1
0
-1
-2

Metal Materials
Iron

Grey Iron

Steel

Veridium

Red Steel

Silverite

Dragonbone

Leather Materials
Rough Hide

Cured Hide

Leather

Hardened
Leather

Reinforced
Leather

Inscribed
Leather

Drakeskin
Leather

Wood Materials
Elm

Ash

Yew

Whitewood

Ironbark

Sylvanwood

Dragonthorn

Cloth Materials
Rags

Peasant
Cloth

Cloth

Spider Silk

Shadow
thread

Inscribed
Cloth

Dragonweave

Cloth

26

Crude Poor Average Superior Magnificent


-2
-1
0
+1
+2

P art 5

D r a g o n A ge

Bloody Traumas

Bloody Traumas
T he P rice

of

V ictory ...

27

I njuries

D r a g o n A ge

I njuries

R ecovering

Even with the best armour and weapons money


can buy there is always a chance an enemy blade
will get through. Going into battle is a dangerous
business and can result in horrific injuries or even
amputations. The following are optional rules to
represent the serious injuries adventurers can suffer
from during their risky occupation,

R eceiving I njuries
During the desperate back and forth of melee
potentially life threatening injuries can be suffered.
If the Dragon Die on any attack roll is a 6 and the
target suffers Damage equal to or more than their
Constitution value, they have suffered an Injury.
The attack has struck in just the right way so as to
produce a debilitating wound.
To determine which Injury the target has suffered,
you can either roll on the following table and apply
the result, or you can shuffle the cards provided and
draw one randomly.
A character can only ever receive one of each type of
Injury, if they roll or pick one they already have, roll
or pick again until they have received one they dont
have.

R andom I njury
1d6
Roll

Injury

Success
Threshold

1-3 Roll Again on the Table Below:


1

Concussion -2 Mag

Head Trauma -2 WP

12

Deep Wound -1d6 to Healing

14

Broken Bone -2 Dex

19

Gaping Wound -10% max Health

16

Deafened -2 Per

10

4-6 Roll Again on the Table Below:

Coughing Blood 2d6 Fatigue

14

Cracked Skull -2 Cun

17

Crushed Limb -2 Str

13

Damaged Eye -2 Com

11

Mauled Throat -2 Con

15

Wrenched Limb -2 Attack

Mauled Throat does not affect Health.


Broken Bone will also affect Defence and Speed.
Deep Wound reduces any Healing effect by 1d6.
Gaping Wound reduces the maximum Health the character
can have by 10%.

These penalties apply immediately and will affect


the character until the Injury has been removed.

28

from I njuries

Injuries heal over time. The recovery process can also


be aided by experienced healers and magic to repair
them faster. In order to be eligible to Recover Injuries
a character must have had a full nights rest and
have at least three quarters of their Health. If these
conditions are not met the character is insufficiently
healthy to allow their body to recover. This effectively
sets the healing Threshold of each Injury at one day
per test.
Recovering from Injuries is an Advanced test with
a TN of 10 + the number of Injuries the character
possesses. See the cards or Random Injury Table for
the Success Threshold required for each Injury type.
This is a Constitution test. No Focus is usable (there
is no Constitution Recovery Focus).
A Cunning (Healing Focus required) test may be
attempted instead by the character or someone else.
Once the Threshold has been reached the character
has successfully healed their injury enough to
continue with your adventures unimpeded.
You may use a Magic Healing spell in addition to a
normal Heal test, effectively providing two healing
attempts per day. The spell must be cast at full power.
Dont roll for Health regeneration, instead if the spell
is cast successfully treat the Casting Roll as a Recvoer
roll for a single Injury suffered by the target.
You must roll for each Injury separately, although
they each possess the same TN.
At the GMs discretion diseases and poisons that have
affected the character around the time they received
the Injury may increase the TN of the test.

B ed R est
You will notice that there are twelve Injuries which
means a character with all twelve will have a TN of 22
for each injury. In this instance they are obviously in a
very bad way and would require at least Constitution
4 or someone with great Cunning (Healing) to help
them recover.
You may recover from any number of Injuries if you
receive continuous Bed Rest for an extended period
of time. For each full week of Bed Rest you have you
reduce the Success Threshold of each Injury by 5.
This means that after four weeks of Bed Rest you will
have healed all your Injuries.
See the following pages for a copy of each Injury Card.
It would be best but not necessary to have a set for each
PC so they can draw from their own deck, ensuring they
will only receive injuries they havent already got. Simply
print pages 31-32, cut out the cards and fold them together
with glue.

Concussion

Head Trauma

Deep Wound

Broken Bone

-2 Magic

-2 Willpower

-1d6 to Healing

-2 Dexterity

Injury

Injury

Injury

ST 9

-10% max Health

Injury

ST 10

ST 16

Injury

-2 Perception

Injury
Gaping Wound

ST 14

Deafened

ST 12

ST 19

Coughing Blood

Cracked Skull

Crushed Limb

Damaged Eye

2d6 Fatigue

-2 Cunning

-2 Strength

-2 Communication

Injury

Injury

Injury

Injury

ST 13

ST 11

-2 Constitution

ST 15

-2 Attack

ST 9

Mauled Throat

Injury

ST 17

Injury

ST 14

Wrenched Limb

P art 6

D r a g o n A ge

Enchantments

Enchantments
T he I ntellectual s C raft ...

31

R unecrafting

D r a g o n A ge

R unecrafting
Across the lands of Thedas magic has played an
important, if controversial role, in society. This is
largely due to the infamous exploits of Tevinters
Magisters. The Tevinter mages have used magic for
everything from cleaning houses to building them.
Perhaps one of their most famous and unusually,
most accepted practices is the creation of Runes.
Because of their Tevinter origin Runes are still
inscribed as Tevinter script, symbols from their
ancient past representing different aspects of the
world. Outside Tevinter these are the only instances
of Tevinter writings used.
Runes are designed to use Lyrium as a focus for
magic, imbuing the object inscribed with different
magical properties. Such an effective system is not
surprisingly put to military applications first and
foremost and it is these War Runes that are without
doubt the most common in Thedas. Common though
is a subjective term. Runes require Lyrium to function
and skilled craftsmen to make them. The average
Ferelden may see one Rune in their whole life and
they are jealously guarded by those that own them.
The Dwarves are renowned for their skill at crafting
and enchanting weaponry as their natural skill and
innate resistance to the effects of magic allow them
to work longer without suffering the side effects.
The Circle of Mages use their Tranquil Formari to
craft their runic devices, although in this case it is
the Formaris formidable concentration rather than
physical resistance that is the key.
The actual crafting of the Runes however is only one
side of the story. Finished Runes are useless unless
they are attached to an object via Enchantment. This
process requires Lyrium to bind the Rune to an object
so that its magic can flow through it. Enchantment is
a closely guarded secret of those organisations that
perform it, ensuring they alone can monopolise and
control its use.
The following details two new Talents to allow you
to both craft Runes and Enchant them onto objects, in
this case weapons and armour.
Note: Runes can add a greater dimension to play but they
also have the potential to overpower, especially the higher
level Runes. They should be used sparingly in normal play.
Obviously if you want a high powered game then handing
out Paragon Runes is not a problem. It just depends on
how you want the game to flow.

32

N ew T alents
The following are two new Talents that Players may
learn during the game. These can also be used as the
basis for NPC Runecrafters and Enchanters should
players wish to seek out their services.
Runecrafting
Classes: Any
Requirement: You must have Cunning 3 or higher.
You have studied the ancient art of Runic inscription
and unlocked its secrets. Given the right materials
and tools you can craft Runes for Enchantment. This
is a Cunning (Runecrafting) test.
Novice: Your research has taught you how to craft
Novice and Journeyman Runes.
Journeyman: Your training now allows you to craft
Master and Grandmaster Runes.
Master: You have reached a level of understanding
beyond all but the most skilled Dwarven artisans.
You may craft Masterpiece and Paragon Runes.
Enchantment
Classes: Any
Requirement: You must have Cunning 3 or higher.
You have learned how to use Lyrium to fuse runes to
objects, imbuing them with magical power. This is a
Cunning (Enchantment) test.
Novice: You are capable of Enchanting items with
Novice and Journeyman Runes.
Journeyman: You can now Enchant Master and
Grandmaster Runes.
Master: Complete mastery of Lyrium manipulation
allows you to fuse Masterpiece and Paragon Runes
to items.

N ew C unning F ocuses
Runecrafting: You are skilled at Runecrafting.
Enchantment: You are well versed in Enchanting
items.

C reating R unes
There are two methods to making Runes. The
traditional method involves infusing Lyrium into
precise carvings and is the preferred method of
Dwarven craftsmen as their resistance to Lyriums
effects means they can withstand it longer. The more
common method is more of a recombination than
a true crafting. By taking pre-existing runes and
carefully preparing them the crafter can extract the
Lyrium and infuse it into another Rune, fusing simpler
runes to create more powerful ones. The advantage
of this process is that it avoids most of the dangers
inherent in Lyrium crafting as it utilises already
processed materials. If you have the Runecrafting
Talent you can perform both of these processes.

R une C arving
This method involves the use of Lyrium and can be
dangerous to the user. Every rune requires certain
ingredients and tools in order to make regardless of
the Talent level you have:





Blank Runestones
Etching Agent
Processed Lyrium
Rune Tracing
Carving Tools
Lyrium Resistant Workshop

Creating a Rune (in either method) is an Advanced


Test with a TN and Success Threshold based on the
level of Rune being created. Each test represents an
hour of work.
Each Tier of Rune requires an equivalent unit of
Lyrium and Etching Agent to make regardless of
method. So a Paragon Rune requires six units of
Lyrium and Etching Agent.

R une T ier D ifficulties


Tier

TN

Success Threshold

Novice

11

Journeyman

13

10

Master

15

12

Grandmaster

17

14

Masterpiece

19

16

Paragon

21

18

A vailabilities
Runes are rare and expensive, the tracings used
to create them even more so. A character with the
Runecrafting Talent might be able to purchase or
acquire tracings of Novice and Journeyman Runes
but anything higher is unavailable. In order to find
Tracings for Master Runes and above they will need
to search old crypts, libraries or perhaps accost a
Formari and try to steal them (which will have its
own consequences).

The Lyrium and Rune Tracing are the most important


as without those you will be unable to form the rune.
It is possible to carve runes onto materials other than
runestones but it is uncommon and more difficult.

Blank Runestones, Carving Tools and Etching Agents


are available through the Circle of Mages and some
traders. Access to a workshop might be a little more
difficult.

R une F using

Obtaining Lyrium is almost as difficult as finding


rare Rune Tracings. The Chantry controls its supply
from the Dwarves so you will either have to go
through them and the Circle (a challenge depending
on your relationship with them) or go around them
to the source.

Using preexisting runes you can merge their


properties into a more powerful version. The only
downside to this is that it requires pre-made runes,
either made by you or someone else. You cannot
make a Novice rune this way as there are no Runes
lower than them to fuse. You require the following:





Blank Runestones
Etching Agent
Two identical Runes of the same Tier
Rune Tracing
Carving Tools
Lyrium Resistant Workshop

This follows the same guidelines as Rune Carving,


except that you can only produce a single Rune one
Tier higher than the two you fused together. You
cannot fuse runes higher than those allowed in
your current talent Tier.

D r a g o n A ge

C reating R unes

Masterpiece and Paragon Rune Tracings should be


rewards granted for finishing quests or as part of a
story arc. They are rare and powerful and are not
generally available in any other form.

C rafting M aterial C osts


Material

Cost

Subject to Availability
Blank Runestone

5 sp

Etching Agent (ten units)

35 sp

Novice Rune Tracing (any)

150-250 sp

Novice Rune (any)

50-100 sp

Carving Tools
Processed Lyrium (one unit)

120 sp
200-500 sp

33

E nchantment

D r a g o n A ge

E nchantment

E nchanting I tems

Perhaps the most important facet of the magical crafts


is Enchantment! Without this ability a rune is nothing
more than a pretty stone. Enchantment is a secretive
profession, even more so than Runecrafting and there
are few people outside the famous Mage institutions
that know how to perform it. To learn Enchantment
is to delve into the most esoteric aspects of magic and
it is not for the faint of heart.
There are two things someone with Enchantment
can do. The first is take finished Runes and bind
them to objects thereby releasing their power into
it. The second is to use Lyrium directly to give an
object a permanent magical effect. The latter form of
Enchantment is the most difficult, time consuming
and dangerous.

E nchanting R unes
Once you possess a finished Rune you need to
Enchant it onto an object. Using Lyrium as a medium
you can merge a Rune into the object, allowing magic
to flow through it. You can also unenchant Runes
from objects and replace them with others although
it is a time consuming process.
To perform Enchantment all you need is Lyrium
and an object designed to take Runes. Enchanting
a Rune is an Advanced Test with a TN and Success
Threshold based on the level of Rune being created.
Each test represents an hour of work.
Each Tier of Rune requires an equivalent unit of
Lyrium to Enchant. So a Paragon Rune requires six
units of Lyrium to Enchant.

E nchantment T ier D ifficulties


Tier

TN

Success Threshold

Novice

11

Journeyman

13

10

Master

15

12

Grandmaster

17

14

Masterpiece

19

16

Paragon

21

18

R une S lots
Most equipment is designed without the ability
to enchant it. Only very few items can have runes
attached to them. The maximum number of slots an
item can have is three. How many an item has or can
be built into an item is up the GM. Items with Rune
Slots are always more expensive than normal.

34

The second form of Enchantment is to imbue an item


with magical abilities. This form is less common and
far less flexible as it effectively locks an item into a
single design.
Enchanting items requires the folding of lyrium into
the materials as it is constructed, whether during the
smithing process of a blade, or the curing process of
leather. Once completed the item exhibits magical
abilities normally confined to runes and spells. These
features are permanent unless a skilled person goes
to extraordinary lengths to destroy the magic within
without destroying the item.
You may imbue an item with one Enchantment per
tier of the Talent, so a Master Enchanter will be able
to put three Enchantments on an item. You cannot
duplicate Enchantments on a single item.
You may use any Rune effect as an Enchantment
although you can only use a Rune effect from a Tier
equivalent to the Tier of the Enchantment Talent you
have. You may also use a Material Tier and Quality
Tier as an Enchantment.

I tem E nchantment T ypes


Talent
Tier
Novice
Journeyman
Master

TN ST

Rune

Material Quality

Novice

11

Veridium

13

10 Journeyman Veridium

15

12

17

14 Grandmaster Red Steel

Superior

19

16 Masterpiece Silverite

Superior

21

18

Master

Red Steel

Paragon Dragonbone Magnificent

The Dangers of Lyrium


Raw Lyrium is an extremely harmful substance and
can kill people if left exposed for too long. Mages
especially are susceptible its effects. Even the Dwarves
can only be exposed to it for a certain length of time
before it starts to affect them. Processed Lyrium can
cause harmful side effects in large enough doses.
If a character is exposed to raw Lyrium they will
start to suffer hallucinations, dementia and madness.
Direct contact will burn the skin. Luckily raw Lyrium
is almost exclusively encountered in the Deep Roads
or the workshops of Dwarven crafters. It is rare to
find it on the surface.

R aw L yrium
If a character is Adjacent to raw Lyrium they must
make a Constitution test vs TN 15 or lose 1 point
of Cunning and 1D6 Health. If they touch it with
their bare skin they immediately lose 2D6 Health.
Mages will lose an additional point of Willpower
and twice the Health loss as their connection to the
Fade wreaks havoc on their mind and body. After
Constitution number of minutes if they are Adjacent
to raw Lyrium they must make another test.

of

L yrium

L yrium A ddiction
The Lyrium found in the potions of Mages is a very
dilute substance and so causes no physiological
damage. However excessive use of it will cause
addiction.
If a character consumes more than their Constitution
in diluted Lyrium (such as a Lyrium potion) in
a single day they must make a Willpower (Self
Discipline) test vs TN 13 or become addicted. If a
character consumes Lyrium every day for a number
days in excess of their Constitution they must make
another Willpower (Self Discipline) test vs TN 17 or
become addicted.

D r a g o n A ge

T he D angers

Addicted characters must consume Lyrium at least


once a day or suffer -1 to Cunning and Willpower
tests (and generally be miserable gits). A character
can attempt to break their addiction by going
cold turkey and making a TN 17 Willpower (Self
Discipline) test.

Characteristic loss is not permanent and returns at


a rate of 1 point per day. If a character reaches -5
Cunning or less they have become a vegetable locked
in their own dreams and must be cared for until they
can recover.

P rocessed L yrium
Processed Lyrium is much safer. However it can still
have an adverse affect on those that work with it for
extended periods of time. If a character is Adjacent to
or working with processed Lyrium for a number of
hours equal to their Constitution they must make a
Constitution test vs TN 11 or lose 1 point of Cunning
and 2D6 Health. Mages will lose 1 point of Willpower
and twice the Health loss as their connection to the
Fade wreaks havoc on their mind and body.

This is what Hans looks like now he is addicted to Lyrium. Poor Hans...

35

W eapon R unes

D r a g o n A ge

W eapon R unes

F lame R unes

The following is a list of various weapon runes


available to characters and NPCs. Remember their
cost and rarity is based on their Tier.
Only apply rune effects after the weapons normal
Damage has been applied. If the weapon does no
Damage then the Runes have no effect. This rule does
not apply to Dweomer or Hale Runes.

This lyrium rune is the


ancient Tevinter symbol
for Toth, god of fire.
When it strikes its target
sorcerous flame burns
their flesh.

F lame R unes
Tier

Cold Iron Runes


This forms the Tevinter
symbol for the Fade, burning
any animated corpse to frosted
ash.
The extra damage done by Cold Iron
Runes only affects possessed corpses/
skeletons (including Arcane Horrors and Revenants).

C old I ron R unes


Tier

Effect

Novice

+2 Damage to Undead

Journeyman

+4 Damage to Undead

Master

+6 Damage to Undead

Grandmaster

+8 Damage to Undead

Masterpiece

+10 Damage to Undead

Paragon

+12 Damage to Undead

D weomer R unes
Dweomer runes get their
name from the ancient
Tevinter name for Dwarves.
Like their namesake they are
resistant to magic, sometimes
nullifying it completely.
Whenever a character with Dweomer Runes is
affected by hostile magic roll 3D6 against the TN
below. If they succeed then the magic does not affect
them at all.

D weomer R unes
Tier

36

Effect

Novice

TN 16

Journeyman

TN 15

Master

TN 14

Grandmaster

TN 13

Masterpiece

TN 12

Paragon

TN 11

Effect

Novice

+1 Fire Damage

Journeyman

+2 Fire Damage

Master

+3 Fire Damage

Grandmaster

+4 Fire Damage

Masterpiece

+5 Fire Damage

Paragon

+6 Fire Damage

F rost R unes
This is the Tevinter
rune for winter. It turns
a weapon to burning ice
and shatters its targets
into shards of crystallised
gore.

F rost R unes
Tier

Effect

Novice

+1 Frost Damage

Journeyman

+2 Frost Damage

Master

+3 Frost Damage

Grandmaster

+4 Frost Damage

Masterpiece

+5 Frost Damage

Paragon

+6 Frost Damage

H ale R unes

Paralyse Runes

This is an old Tevinter


symbol
for endurance.
Energy flows from the rune
into its bearer, fortifying
their body from damage for
a short time.

Lyrium has been formed


into the shape of the Tevinter
rune for stillness. The magic
freezes the targets muscles
in place making them
incapable of reacting.

The number listed below is the


amount of Damage a character with Hale Runes
ignores every Encounter. This is taken from the
beginning of the Encounter,. Once they have ignored
that much Damage the Rune is of no use until the
next Encounter.

If a character is Damaged by a weapon


with a Paralyse Rune they must make a Constitution
Stamina test against the TN given or lose their next
Major Action.

Tier

P aralyse R unes
Tier

H ale R unes
Effect

Novice

Ignore 4 Damage

Journeyman

Ignore 8 Damage

Master

Ignore 12 Damage

Grandmaster

Ignore 16 Damage

Masterpiece

Ignore 20 Damage

Paragon

Ignore 24 Damage

D r a g o n A ge

W eapon R unes

Effect

Novice

TN 11

Journeyman

TN 12

Master

TN 13

Grandmaster

TN 14

Masterpiece

TN 15

Paragon

TN 16

S ilverite R unes
This rune is the symbol of
Dumat, the firstArchdemon,
sign of betrayal and the
First Blight. Darkspawn are
painfully stricken by its holy
power.

Lightning Runes
This symbol is the
old Tevinter rune for
tempest. With the wrath
of the heavens these
runes unleash searing
electricity, shocking the
target to death.

The extra damage done by Silverite


Runes only affects Darkspawn and tainted creatures.

L ightning R unes
Tier

S ilverite R unes

Effect

Novice

+1 Electrical Damage

Journeyman

+2 Electrical Damage

Master

+3 Electrical Damage

Grandmaster

+4 Electrical Damage

Masterpiece

+5 Electrical Damage

Paragon

+6 Electrical Damage

Tier

Effect

Novice

+2 Damage to Darkspawn

Journeyman

+4 Damage to Darkspawn

Master

+6 Damage to Darkspawn

Grandmaster

+8 Damage to Darkspawn

Masterpiece

+10 Damage to Darkspawn

Paragon

+12 Damage to Darkspawn

37

H ybrid W eapon R unes

D r a g o n A ge

S low R unes

I ntensifying R une

The ancient Tevinter symbol


for sloth, these runes sap the
strength from the target.
The more damage they take,
the more lethargic and slow
they become.

No word precisely captures


the meaning of this rune, but
it is something like bigger.

Any creature affected by Slow


runes must make a Constitution (Stamina) test vs the
TN given per Tier or lose 1D6 Fatigue and halve their
Speed until the attackers next turn.

S low R unes
Tier

Effect

Novice

TN 11

Journeyman

TN 12

Master

TN 13

Grandmaster

TN 14

Masterpiece

TN 15

Paragon

TN 16

You may modify one die by one


point up or down in order to
produce doubles to Stunt.

I ntensifying R une
Component Runes

Effect

One Journeyman
Lightning and Journeyman
Cold Iron Rune.

Modify 1 die by 1 point to


produce Stunts.

M enacing R une
The Tevinters used this rune
to mean anger. Enemies near
it find it difficult to ignore the
wielder.
When performing the Threaten
Stunt the wielder gains +2 to
their roll.

Hybrid Weapon Runes


Hybrid runes are made using Rune Fusing. They can
only be made using a specific runic combination. The
runes required will be listed in each entry.

Amplification Rune

Component Runes

Effect

One Novice Immunity and Gain +2 to the opposed test


Novice Silverite Rune.
in the Threaten Stunt.

M omentum R une

This rune is drawn slightly


larger than most to reflect
its nature. Everything is
increased when this rune is
present.
When applying the additional
damage treat each point separately
for resistance and vulnerability purposes.

A mplification R une

38

I ntensifying R une

Component Runes

Effect

One Journeyman
Reservoir and Master
Dweomer Rune.

+1 Fire, Frost, Electricity,


Poison and Spirit Damage.
+5 Damage total.

The Tevinter rune for speed.


The magic within sets the
wielders hands to moving
at impossible speeds, striking
rapidly.
Whenever the wielder receives
stunt points they may Lightning
Attack for 1 point less than normal, to minimum of 1.

M omentum R une
Component Runes

Effect

One Master Tempest and


Master Hale Rune.

The Lightning Attack Stunt


costs 1 point less.

A rmour R unes

Reservoir Runes

The following is a list of various armour runes


available to characters and NPCs in Dragon Age.
Remember that their cost and rarity is based on their
Tier (see the Crafting Runes rules previously).
Armour Runes have no effect on Penetrating
Damage. In this instance the Damage has magically or
mundanely found the joints and gaps in the armour.

Barrier Runes
The Tevinter symbol for
protection. Armour with this
rune drains attacks of their
strength.

B arrier R unes
Effect

Novice

TN 16

Journeyman

TN 15

Master

TN 14

Grandmaster

TN 13

Masterpiece

TN 12

Paragon

TN 11

I mmunity R unes

A character with Reservoir Runes increases its


Fatigue capacity by the amount given and will not
have to test for Exhaustion until their Health level is
lower than their Fatigue by the amount given below.
Mages receive this value in additional Mana as well
and regenerate it as normal.

Tier

Effect

Novice

+2 Fatigue Capacity

Journeyman

+4 Fatigue Capacity

Master

+6 Fatigue Capacity

Grandmaster

+8 Fatigue Capacity

Masterpiece

+10 Fatigue Capacity

Paragon

+12 Fatigue Capacity

S tout R unes
To the Tevinter magisters,
this symbol meant health.
The nourishing magic within
protects the wearer from
poisons and the myriad unclean
things in the world.
A character with Stout Runes ignores the effect
of diseases, poisons, taint or any other nature-based
malady if they score the TN given below.

To counter the elements, the


Tevinters inscribed this rune,
which has nullifying harmony
against which the raging
power of nature is calmed.

F rost R unes

If the bearer is struck by Fire,


Frost or Electricity Damage, roll 3D6
against the TN given below. A success halves the
Damage received from those types.

I mmunity R unes
Tier

A Tevinter mark meaning


pool. Within the runes
lattice is a reserve of energy
that revitalises the bearer,
allowing them to function
for extended periods of
time.

R eservoir R unes

If a character with a Barrier


rune is struck by an attack,
roll 3D6 against the TN given below. A success
reduces the Damage done by the Dragon Die.

Tier

D r a g o n A ge

A rmour R unes

Effect

Novice

TN 16

Journeyman

TN 15

Master

TN 14

Grandmaster

TN 13

Masterpiece

TN 12

Paragon

TN 11

Tier

Effect

Novice

TN 16

Journeyman

TN 15

Master

TN 14

Grandmaster

TN 13

Masterpiece

TN 12

Paragon

TN 11

39

H ybrid A rmour R unes

D r a g o n A ge

T empest R unes

Endurance Rune

Wind, to a Tevinter eye.


Tempest runes generate an
unnatural aura around the
wearer, deflecting incoming
missile attacks before they can
hit.

The Tevinter glyph for


tenacity. This rune fortifies its
bearer, keeping them going
beyond normal limits.

If a character with this rune is


attacked by a missile weapon
(that is not a spell) roll 3D6 against the TN below. If
successful the attack misses completely.

F rost R unes
Tier

Effect

Novice

TN 16

Journeyman

TN 15

Master

TN 14

Grandmaster

TN 13

Masterpiece

TN 12

Paragon

TN 11

Hybrid Armour Runes


Hybrid runes are made using Rune Fusing. They can
only be made using a specific runic combination. The
runes required will be listed in each entry.

Diligence Rune
A Tevinter eye, all seeing. The
magic in this rune grants
its
bearer
preternatural
perception.
The bearer gains +2 to the
opposed test against any Backstab
or Bluff performed on them.

A mplification R une

40

Component Runes

Effect

One Novice Tempest and


Menacing Rune.

+2 to oppose Backstab and


Bluff.

The bearer of this rune ignores


the equipment fatigue produced
by their gears encumbrance level.

A mplification R une
Component Runes

Effect

One Journeyman Stout and Ignore Equipment Fatigue.


Journeyman Hale Rune.

Evasion Rune
This shape is the closest the
ancient Tevinters came to
the concept of zero. With the
power of this rune a person is
only probably in the location
they appear.
A character with this rune gains
+2 to their Defence value.

A mplification R une
Component Runes

Effect

One Master Tempest and


Master Lightning Rune.

+2 to Defence.

P art 6

D r a g o n A ge

Miscellanea

Miscellanea
O dds

and

E nds ...

41

T alent C hanges

D r a g o n A ge

T alent C hanges
The following are some changes to Talents found in
the Players Guide to bring them in line with changes
made in this document.
Armour Training
Classes: Any
Requirement: You must have Strength 2 or higher.
You have learned to fight while wearing armour. As
long as you are over encumbered by an amount equal
to or less than the Encumbrance value of the armour
you are wearing, the penalty is only applied to Speed.
Once this exceeds the armours Encumbrance value
it affects Dexterity (which will affect Speed as well).
Novice: You can wear Light armour without its Enc.
affecting your Dexterity.
Journeyman: You can wear Medium armour without
its Enc. affecting your Dexterity.
Master: You can wear Heavy armour without its Enc.
affecting your Dexterity. Halve the Over Encumbered
penalty on your Speed.
Dual Wielding style
Classes: Rogue and Warrior
Requirement: You must have Dexterity 2 or higher.
You can fight with a weapon in your main hand
and another in your off hand. Neither can be a twohanded weapon and your off hand weapon must be
a light blade.
Novice: Wielding two weapons can aid you in attack
and defence. If you take the activate action, you gain
a +1 melee Defence and Damage bonus until the end
of the encounter while fighting in this style.
Journeyman: Your weapons are a blur in combat.
You can perform the Lightning Attack stunt for 2
SP instead of the usual 3 but the second attack must
come from the weapon in your off hand. If you had
successfully Backstabbed on the original attack it
applies to the Lightning Attack as well.
Master: You can overwhelm opponents with blows
from both weapons. If you make a melee attack
with the weapon in your main hand, you can make
a second attack with the weapon in your off hand
as a minor action. The second attack cannot generate
stunt points, and you only add half of your Strength
(rounded down) to damage. You are no longer
restricted to Light Blades for your off hand weapon.

42

Weapon and Shield Style


Classes: Warrior
Requirement: You must have Strength 2 or higher.
Youve been trained to fight with a single-handed
melee weapon and shield.
Novice: You get the full Defence bonus using Light
and Medium shields.
Journeyman: You get the full Defence bonus from
Heavy shields. You know how to get the most from
your shield and can perform the Defensive Stance
stunt for 1 SP instead of the usual 2.
Master: Opponents must work hard to get by your
defences. The shield bonus of any shield you use
increases by 1. Whenever you perform the Lightning
Attack stunt you can use your shield instead. It is
treated as a weapon that causes 1d6 + its Defence
bonus Damage. If you do this the target is also
Knocked Prone.
Single Weapon style
Classes: Rogue and Warrior
Requirement: You must have Perception 2 or higher.
You can fight effectively wielding only a singlehanded melee weapon.
Novice: Fighting with a single weapon demands
increased awareness. If you take the activate action,
you gain a +1 melee Attack and Damage bonus until
the end of the encounter while fighting in this style.
Journeyman: You can create a web of steel with but
a single weapon. Your Damage bonus increases
to 1 per 2 pts you beat the targets Defence by, to a
maximum of your Perception value.
Master: You know how to fight several enemies at
once. Opponents making melee attacks against you
never gain a bonus on attack rolls for outnumbering
you. Your Damage bonus increases to 1 per point
you beat the targets Defence by, to a maximum of
your Perception value.

A dditional S pells

M odified S pells

The following are additional spells to increase the


variety available to characters and leverage the
Fatigue rule.

The following are modified spells change how mages


work with Armour and Defence.

R ock A rmour

R ejuvenation
Magic School:
Creation

Spell Type:
Utility

Casting Time: Major Action

Mana Cost:
2-4 MP
Target Number: 12

Test: None

Your touch infuses the target with Mana, replenishing


their energy reserves. It costs 2 Mana Points to reduce
the targets Fatigue level by 1D6, increased by an
additional 1D6 per additional Mana Point spent up
to a total of 3D6.

Magic School:
Primal

Spell Type:
Defence

Casting Time: 1 Minute

Mana Cost:
6-8 MP

D r a g o n A ge

A dditional S pells

Target Number: 10

Test: None

Your skin becomes as hard as stone and protects you


from harm. Rock Armour increases your Armour
Rating by 1. The spell lasts for 6 hours. You may
spend an additional two mana points to increase the
armour rating bonus to 2. This does not affect the
Encumbrance or Strain of any armour worn. You can
only cast this on yourself. This is effectively Natural
Armour (see Esoterica 2: Bestiary).

R egeneration
Magic School:
Creation

Spell Type:
Utility

Casting Time: Major Action

Mana Cost:
5 MP
Target Number: 13

Test: None

A rcane S hield
Magic School:
Spirit

Spell Type:
Defence

Casting Time: Major Action

Mana Cost:
3 MP
Target Number: 10

Your touch seals wounds and restores vigour to one


wounded target. The target regains 3d6+ your Magic
attribute in Health and adds your Magic score to the
Health regained on their next Breather. You can cast
this on yourself.

You create an arcane aura around you that deflects


attacks. Arcane Shield increases your Defence by +2.
The spell lasts 6 hours.

M ass R ejuvenation

F ade S hield

Magic School:
Creation

Spell Type:
Utility

Casting Time: Major Action

Mana Cost:
7 MP
Target Number: 15

Test: None

You infuse Mana into a number of allies equal to your


Magic attribute within 10 yards, replenishing their
energy reserves. Every target reduces their Fatigue
by 2D6+ your Magic attribute.

Test: None

Magic School:
Spirit

Requirement: Arcane Bolt

Spell Type:
Defence

Casting Time: Major Action


Test: None

Mana Cost:
6 MP
Target Number: 11

Requirement: Arcane Shield

Shifting partway into the Fade enhances your arcane


defences. Fade Shield increases your Defence by
+4. The spell lasts 6 hours. This does not stack with
Arcane Shield.

43

E xtra S pecialisations

D r a g o n A ge

E xtra S pecialisations
The following are three additional specialisations.
Ranger specialisation
Class: Rogue
Requirement: You must have Communication and
Perception 3 or higher and the Animal Handling
Focus.
Rangers have an affinity for open country and
wilderness, but as independent scouts and militia,
they are opportunists, not stewards of nature. They
exploit every advantage of their environment, and
can lure wild beasts to attack their foes.
Novice: As an Activate Action the ranger can call an
animal to fight its enemies using a Communication
(Animal Handling) test vs TN 13. It will leave if it is
ever reduced to 5 Health or less or when there are
no enemies to fight. It is up to the GM to determine
what kind of animal(s) are available; there is a table
below as a guide - although you can roll 1D3 or 1D2
and count across if you like. You may only have one
animal at a time, per Encounter.

A nimal A lly
Location

Animal

Towns/Cities

Boar, Dog/Mabari, or Donkey

Forests/Plains

Black Bear, Boar, or Wolf

Mountains/Hills
Caves/Deep Roads

Giant Spider, Halla, or Wolf


Giant Spider or Bronto

Journeyman: The Ranger can ascertain trail conditions


and the lay of the land at a glance. Their Exploration
Stunts cost 1 point less than normal and they can reduce
the level of any environmental Hazard by one if they pass
a Perception (appropriate) test vs a TN set by the GM.
Master: After many encounters the Ranger can
summon more powerful creatures to their aid.
The Ranger may call the same animal one Rank
higher (see Esoterica 2: Bestiary) if they pass their
Communication (Animal Handling) test vs TN 17
instead.
ReAVER specialisation
Class: Warrior
Requirement: You must have Constitution and
Willpower 3 or higher.
Demonic spirits teach more than blood magic.
Reavers terrorize their enemies, feast upon the souls
of their slain opponents to heal their own flesh, and
can unleash a blood frenzy that makes them more
powerful as they come nearer to their own deaths.

44

Novice: The demonic energies at your command


warp you visage into something unnatural and
horrible. You must use an activate action to enter
Reaver mode. While in Reaver mode every enemy
must take a Willpower (Courage) test with a TN 13
or suffer -2 to all tests against the Reaver for the rest
of the encounter. This is the same as a Fear (13) value
(see Esoterica 2: Bestiary for details).
Journeyman: You can manipulate the dark energy
within you, using it to extract the life from the
recently dead and restore your own body. Whilst
in Reaver mode you will gain 1D6 Health back for
every creature you kill in melee, so long as you can
pass a Magic (Entropy) test VS TN 11.
Master: Your demonic power erupts in a fountain of
violence the closer you come to death. You gain +3
to damage when your Health drops below half and
+6 when it drops below a quarter. However while
Reaver mode is active you cannot receive Healing of
any kind.
Shapeshifter specialisation
Class: Mage
Requirement: You must have Perception and
Magic 3 or higher.
Although the Circle of Magi denies the rumours this
rare art survives in the forgotten corners of Thedas.
Mastery of their bodies allows shapeshifters some
protection and flexibility making them durable
opponents and staunch allies.
Novice: As an Activate Action the Shapeshifter may
change shape into any Paltry sized animal and one
specific Ordinary sized animal chosen when taking
this specialisation. They use all the creatures special
rules, weapons, Speed, Defence as well as their Con,
Dex, Per, and Str attributes and attendant Focuses
and retain every other attribute including Health.
Whilst in another form they cannot use their own
spells (except to cancel the shift) nor Focuses from
Attributes that have been replaced. This expends 8
mana (16 for an Ordinary animal) and 2 per minute
(4 for an Ordinary Animal).
The specific animals chosen must have been studied
and/or observed by the caster beforehand. You may
only shapeshift into untainted Beasts and Dragons
(see Esoterica 2: Bestiary).
Journeyman: The Shapeshifter can now change into
any Ordinary sized animal and one specific Large
animal. Shifting into a Large animal expends 24
mana and 3 per minute.
Master: The Shapeshifter can now change into any
Large sized animal and one specific Enormous
animal. Shifting into an Enormous animal expends
32 mana and 6 per minute.

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