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Dragon Age GM Quick Reference is a game aid for
Dragon Age RPG by Green Ronin
Version 1.0 March 30, 2014 This document is for personal use only. It cannot be sold, redistributed, or used in any way other than for personal use. Truethought does not benefit financially from this document, which is intended for owners of the game as a free, alternative resource and game aid. Art, terms, and text from the original game are copyrighted by the publisher. It is used without permission.
Actions
1 major and 1 minor OR 2 minor actions per turn
MAJOR ACTIONS
Charge: Move up to half your Speed (rounded down) in yards and make a melee attack against an adjacent enemy. +1 bonus attack.
Defend: Until start of your next turn, gain a +2 bonus to Defense.
Heal: You must be adjacent to your ally and have bandages ready for a TN 11 Cunning (Healing) test. If successful, your ally gets an Health = Dragon Die + your Cunning until he takes more damage.
Melee Attack: You attack one adjacent (within 2 yards of you) enemy in hand-to-hand combat.
Ranged Attack: Fire or throw a missile weapon at 1 visible enemy within range.
Run: If you are not prone, move up to double your Speed in yards.
MINOR ACTIONS
Activate: Start using certain powers or items.
Aim: If next action is a melee or ranged attack, gain a +1 on attack.
Move: You can move up to your Speedin yards. You can also go prone, stand up, or mount a horse or vehicle, but if you do so you can only move at half Speed (rounded down).
Prepare: You pick one major action that you prepare to execute and then end your turn. Any time until your next turn, you can inter-rupt another character and take your prepared action immediately. You cannot take the prepared action if you’ve already taken a major action on your turn.
Ready : You can unsheathe a weapon, pull out a potion, or other-wise ready an item that.
Spell Stunts
SP Cost Stunt Description
1-3 Puissant Casting: Increase the Spell power of your spell by 1 per stunt point spent, to a maximum of 3.
2 Skillful Casting: Reduce the mana cost the spell by 1. This can reduce the cost to 0.
2 Mighty Spell: If the spell does damage, one target of the spell of your choice takes an extra 1d6 damage.
3 Mana Shield: Defense +2 until start of your next turn.
4 Fast Casting: After you resolve this spell, immediately cast another spell which must have a casting time of a major or a minor action. I f you roll doubles on this casting roll, you do not get any more stunt points.
4 Imposing Skill: The effect of the spell is much more dramatic than usual. Until start of your next turn, any melee attack against you must make a Willpower (Courage) test. TN =- 10 + your Magic. Those who fail must take a move or defend action instead.
Attack Roll Modifers
Modifier Circumstance
-3 Defender in heavy cover, such as a building or stone wall. Melee attacker in heavy snow.
-2 Defender in light cover, such as a hedge or the woods. Melee attacker in the mud. Ranged attack vs. defender engaged in melee combat. Combat at night.
-1 Rain, mist, or smoke obscures the defender. Combat in low light conditions
0 Normal circumstances
1 Attacker is on higher ground. Defender is prone. Melee attacker and allies outnumber defender 2 to 1.
2 Melee attacker and allies outnumber defender 3 to 1. Defender is drunk.
3 Defender is unaware of the attack.
Combat
ATTACK ROLL
3d6 + DEX or STR modifier + Focus (if applicable)
WEAPON DAMAGE
Weapon Damage Dice + STR or PER modifier – Armor Rating
UNTRAINED WEAPONS
-2 on Attack roll On Damage, add STR and halve:
(Weapon Damage Dice + STR or PER modifier ) /2 – Armor Rating Range for missile weapons are half
Spellcasting
CASTING ROLL
3d6 + MAGIC modifier + Focus (if applicable)
SPELLPOWER
10 + MAGIC modifier + Focus (if applicable)
MANAA RECOVERY
1d6 + MAGIC modifier per hour of rest or meditation All mana regained after 8 hours of uninterrupted rest
Standard Stunts
SP Cost Stunt Description
1+ Skirmish: You can move yourself or the target of your attack 2 yards in any direction for each 1 SP you spend.
1 Rapid Reload: Immediately reload a missile weapon.
2 Knock Prone: You knock your enemy prone.
2 Defensive Stance: Defense +2 until the beginning of your next turn.
2 Disarm: Opposed attack roll. If you win, knock your enemy’s weapon 1d6 + Strength yards away in a direc-tion you nominate.
2 Mighty Blow: Inflict an extra 1d6 damage.
2 Pierce Armor: Enemy’s armor rating is halved.
3 Lightning Attack: Make a second attack against the same enemy or a different one within range and sight. You must have a loaded missile weapon to make a ranged attack. You do not get extra stunt points on rolls.
4 Dual Strike: Pick a secondary target. He must be adja-cent to you if you are using a melee weapon or within 6 yards of your primary target if you are using a missile weapon. Apply original attack roll to the second target. If successful, inflict your normal damage.
4 Seize the Initiative: Move to the top of the initiative order. You may get to take another turn before some the combatants act again. Remain at the top of the order until someone else seizes the initiative.
Death
DYING
If Health = 0, PC dies after 2 + CON rounds unless healed. Dying characters can talk but cannot take other actions.
KILLING BLOWS
To incapacitate, use to leave the character unconscious with 1 Health. The character regains consciousness in 2d6 minutes.
COUP DE GRACE
Kill unconscious or dying character as a major action. For range, roll attack vs. TN 10.
HEALING
5-min Breather: 5 + CON + Level. Once per encounter. Sleep 6 hours: 10+ CON + Level Heal action or Magical healing
Ability Focuses
Communication
Animal Handling, Bargaining, Deception, Disguise, Etiquette, Gambling, Investigation, Leadership, Performance, Persuasion, Seduction
Constitution
Drinking, Rowing, Running, Stamina, Swimming
Cunning
Arcane Lore, Cartography, Cultural Lore, Engineering, Evaluation, Healing, Heraldry, Historical Lore, Military Lore, Musical Lore, Natu-ral Lore, Navigation, Religious Lore, Research, Writing
Dexterity
Acrobatics, Bows, Brawling, Calligraphy, Initiative, Legerdemain, Light Blades, Lock Picking, Riding, Staves, Stealth, Traps
Magic
Arcane Lance, Blood, Creation, Enchanting, Entropy, Primal, Spirit
Perception
Empathy, Hearing, Searching, Seeing, Smelling, Tracking
Strength
Axes, Bludgeons, Climbing, Driving, Heavy Blades, Intimidation, Jumping, Might, Spears
Willpower
Courage, Faith, Morale, Self-Discipline
Basic Test Difficulty
Difficulty Target
Routine 7
Easy 9
Average 11
Challenging 13
Hard 15
Formidable 17
Impossible 19
Nigh Impossible 21
Advanced Tests
Difficulty Success Threshold
Easy 5
Average 10
Challenging 15
Hard 20
Formidable 25
Treasure
Type Value
Trifling 1d6 silver
Paltry 3d6 silver
Middling 2d6 x 10 silver
Substantial 2d6 x 100 silver
Abundant 4d6 x 100 silver
Hazards
Type Damage
Minor 1d6
Moderate 2d6
Major 3d6
Arduous 4d6
Harrowing 5d6
Murderous 6d6
• Avoid or mitigate with ability test.
• Successful test halves damage.
• Some hazards have special effects.
Ability Tests
DYING
3D6 + Ability Modifier + Focus (2
THINGS TO REMEMBER
• Only 1 focus per test.
• Leave dice on table after roll to see if Dragon Die has impact.
• Dragon Die only counts for successful tests.
• In opposed tests, ties are broken by the higher Dragon Die or, if the Dragon Dice are tied, by the higher ability.
• For basic tests, assess situation, and assign difficulty. (GM)
• For opposed tests, circumstances can call for bonuses and penalties of 1-3.
• Advanced tests use a success threshold to measure comple-tion over time.
Weapons
Weapon Damage Min STR1 Cost
Axes (Strength)
Battle Axe 2d6 1 14 sp
Throwing Axe: 4-8 yds2 1d6 + 2 1 10 sp
Two-handed Axe 3d6 3 20 sp
Bludgeons (Strength)
Mace 2d6 1 12 sp
Maul 1d6 + 3 1 14 sp
Two-handed Maul 2d6 + 3 3 19 sp
Bows (Dexterity)
Crossbow: 30-60 yds2 2d6 + 1 1 20 sp
Short Bow : 16-32 yds2 1d6 + 1 -1 9 sp
Long Bow: 26-52 yds2 1d6 + 3 1 19 sp
Brawling (Dexterity)
Fist 1d3 0 0
Gauntlet 1d3 + 1 0 4 sp
Improvised Weapon 1d6-1 0 0
Heavy Blades (Strength)
Bastard Sword 2d6 + 1 2 20 sp
Long Sword 2d6 1 18 sp
Two-handed Sword 3d6 3 23 sp
Light Blades (Dexterity)
Dagger 1d6 + 1 0 9 sp
Short Sword 1d6 + 2 -1 14 sp
Throwing Knife: 6-12 yds2 1d6 0 10 sp
Spears (Strength)
Spear 1d6 + 3 0 12 sp
Throwing Spear: 8-16 yds2 1d6 + 3 0 12 sp
Two-handed Spear 2d6 1 20 sp
Staves (Dexterity)
Club 1d6 0 1 sp
Morningstar 1d6 + 3 1 11 sp
Quarterstaff 1d6 + 1 0 3 sp Armor
Type Rating Penalty Cost
Light Leather 3 0 15 sp
Heavy Leather 4 -1 30 sp
Light Mail 5 -2 50 sp
Heavy Mail 7 -3 75 sp
Light Plate 8 -4 100 sp
Shields
Type Bonus Cost
Light +1 15 sp
Medium +2 30 sp
Heavy +3 60 sp
1 If you don’t meet the minimum STR requirements, the damage is 1d6-1. 2 Reloading is a minor action except for crossbows.