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MAJOR ACTIONS COMBAT ABILITY TESTS ADVENTURE GEAR

Attack: Melee or Ranged Attack Roll Test Result Gear Cost Gear Cost
Charge: Move half your Speed and make a melee attack against an 3D6 + Dexterity or Strength + Applicable Focus 3D6 + Ability + Focus Arrows (20) 2 sp Mountain Garb 10 sp
adjacent enemy. +1 bonus to the attack roll. Successful Attack Bolts (20) 3 sp Music Instrument 10 sp
Defend: Gain a +2 bonus to your Defense for one round. Attack Roll ≥ Target’s Defense
Basic Test Difficulty Backpack 9 sp Oil, Pint 8 cp
Heal: Provide quick first aid to an adjacent ally by using bandages. Test Difficulty Target Number Candle (2) 5 cp Pouch (Belt) 1 sp
This is a TN 11 Cunning (Healing) test. Success gives your ally Health
Attack Roll Modifiers Routine 7 Flask 50 sp Rope (20 yards) 2 sp
equal to the Dragon Die + your Cunning. A character cannot benefit Modifier Circumstance Easy 9 Flint and Steel 10 cp Spike 5 cp
from another heal action until he takes additional damage. –3 Defender in heavy cover, such as a building Average 11 Healer’s Kit 25 sp Tent, Large 35 sp
Run: Move up to double your Speed in yards. or stone wall. Melee attacker in heavy snow. Challenging 13 Ink (1) 20 cp Tent, Small 10 sp
–2 Defender in light cover, such as a hedge or Hard 15 Lamp 2 sp Torch 10 cp
MINOR ACTIONS in the woods. Melee attacker in the mud. Formidable 17 Lantern 5 sp Traveler’s Garb 15 sp
Activate: Start using certain powers or items. Ranged attack vs. defender engaged in me- Imposing 19 Lock Picks 12 sp
lee combat. Combat at night. Nigh Impossible 21
Aim: +1 bonus to your next melee or ranged attack roll. REST & TRAVEL
Move: Move up to your Speed in yards. Go prone, stand up, or mount a –1 Rain, Mist, or smoke obscures defender. Good Cost Gear Cost
horse or vehicle by moving at half Speed. Combat in low light conditions.
Advanced Tests
Task Difficulty success threshold
Cheap Wine 20 cp Cart 20 sp
Prepare: Pick 1 major action that you prepare to execute and then end 0 Normal circumstances. Ale (Pint) 10 cp Dog 15 sp
your turn. Any time until your next turn, you can interrupt another +1 Attacker is on higher ground. Defender is Easy 5 Meal at Inn 25 cp Draft Horse 50 sp
character and take your prepared action immediately. If it isn’t used by prone. Melee attacker and allies outnumber Average 10 Rations (1 week) 2 sp Falcon 75 sp
your next turn, the action is lost. defender 2 to 1. Challenging 15 Lodging (common) 50 cp Feed (day) 5 cp
Ready: You can unsheathe a weapon, pull out a potion, Melee attacker and allies outnumber de- Hard 20 Lodging (private) 2sp/day Mule 20 sp
+2
or otherwise ready an item that is stowed. As part of this action, you can fender 3 to 1. Defender is drunk. Formidable 25 Riding Horse 120 sp
put away something that is already in hand. +3 Defender is unaware of the attack. Saddle 20 sp
THINGS TO REMEMBER ABOUT ABILITY TESTS Saddlebags 10 sp
Weapon Damage
FOCUS ON THE CHARACTERS Stabling (day) 10 cp
Weapon Damage Roll + Strength Modifier* • Only One focus can apply to a test.
You’re working together with the players to tell Wagon 150 sp
– Target Armor Rating = Damage • Leave the dice on the table after a roll because the
their story in your Dragon Age campaign.
* bows substitute the Perception Modifier result of the Dragon Die may be important. RARE POTIONS
PUSH THEM TO MAKE TOUGH MORAL CHOICES • In Opposed Tests, ties are broken by the higher Dragon Potion Cost Potion Cost
Present situations where both options are bad, where Die, or by the higher ability if the Dragon Dice are tied.
the right decisions requires real sacrifice, where Lesser Health 20 sp Great Health 1 gp
even a die roll can’t absolve a dishonorable choice • For basic tests, assess the situation & assign a difficulty. Lesser Lyrium 50 sp Great Lyrium 2 gp
PAINT THE WORLD WITH FIVE SENSES • In Opposed Tests, circumstances can be represented Health 50 sp Potent Health 2 gp
with bonuses and penalties of 1-3. Lyrium 1 gp Potent Lyrium 4 gp
Remember you’re the players’ window on thedas.
but don’t overwhelm them; focus on just the most • Advanced tests use a success threshold to measure
critical senses that boil each scene down to its core. completion over time. Don’t overuse them! REFERENCE
Section P.G. 1 P.G.2
BE FLEXIBLE
Armor & Shields 41 _
Play to the tabletop RPG’s ultimate strength –– DEFENSE & SPEED Weaponry 42 _
flexibility –– by allowing the adventure to turn in
any direction it needs to go. Defense Poison Recipes – 50
BE EXCITING 10 + Dexterity + Shield Bonus (if applicable) Poisons & Grenades – 53
If the game starts to drag, jump ahead to the next Speed Traps – 56
exciting thing! Dwarf = 8 + Dex – Armor Penalty (if applicable)
Elf = 12 + Dex – Armor Penalty (if applicable)
Human = 10 + Dex – Armor Penalty (if applicable)
WEAPONS
ARMOR Weapon Damage Min. Str. Cost
Armor Armor Rate Penalty Cost Axes Group (Strength)
Light Leather 3 0 15 sp Battle Axe 2d6 1 14 sp
Heavy Leather 4 -1 30 sp Throwing Axe 1d6+2 1 10 sp
Light Mail 5 -2 50 sp 2-handed Axe 3d6 3 20 sp
Heavy Mail 7 -3 75 sp Bludgeons Group (Strength)
Light Plate 8 -4 100 sp Mace 2d6 1 12 sp
Heavy Plate 10 -5 150 sp Maul 1d6+3 1 14 sp
SHIELDS 2-handed Maul 2d6+3 3 19 sp
Shield Shield Bonus Cost
Bows Group (Dexterity)*
Crossbow 2d6+1 1 20 sp
Light Shield +1 15 sp
Short Bow 1d6+1 -1 9 sp
Medium Shield +2 30 sp
Long Bow 1d6+3 1 15 sp
Heavy Shield +3 60 sp
Brawling Group (Dexterity)
Fist 1d3 – –
Gauntlet 1d3+1 – 4 sp
Improvise Weapon 1d6–1 – –
Heavy Blades Group (Strength)
Bastard Sword 2d6+1 2 20 sp
Long Sword 2d6 1 18 sp
THINGS TO REMEMBER ABOUT HAZARDS 2-handed Sword 3d6 3 23 sp
Light Blades Group (Dexterity)
• They may sometimes be avoided with appropriate ability tests. Dagger 1d6+1 – 9 sp
• Determine damage using the Hazard Category table. Short Sword 1d6+2 -1 14 sp
• Ability tests may allow characters to mitigate the damage. Throwing Knife 1d6 – 10 sp
A successful test usually means half damage (rounded down). Spears Group (Strength)
• Some hazards have special effects. Spear 1d6+3 0 12 sp
• Some hazards are one-offs, but others reoccur. Throwing Spear 1d6+3 0 12 sp
Two-handed Spear 2d6 1 20 sp
HAZARD CATEGORY Staves Group (Dexterity)
Category Damage Club 1d6 1 1 sp
Morningstar 1d6+3 1 11 sp
Minor Hazard 1d6
Quarterstaff 1d6+1 – 3 sp
Moderate Hazard 2d6
Major Hazard 3d6 * Bows add Perception instead of Strength to damage.
Arduous Hazard 4d6
Harrowing Hazard 5d6 MISSILE WEAPON RANGES
Murderous Hazard 6d6 Weapon Short Range Long Range Reload
Crossbow 30 yards 60 yards Major Action
Long Bow 26 yards 52 yards Minor Action
Short Bow 16 yards 32 yards Minor Action
1 gold Piece = 100 silver Pieces = 10,000 Copper Pieces Throwing Axe 4 yards 8 yards Minor Action
Throwing Knife 6 yards 12 yards Minor Action
Throwing Spear 8 yards 16 yards Minor Action

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