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Dragon Age - Prime - A Cortex Prime Setting

Dragon Age: Prime is a Cortex Prime setting based on the Dragon Age universe. It uses the core Cortex Prime rules with some modifications. Combat uses action-based resolution and action order. Characters have life points determined by attributes. Stress and trauma represent darkspawn taint corruption. Characters have attributes, skills, talents, distinctions and signature assets. Milestones are used for character growth. Guidelines are provided for creating GM NPCs like darkspawn.

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0% found this document useful (0 votes)
157 views45 pages

Dragon Age - Prime - A Cortex Prime Setting

Dragon Age: Prime is a Cortex Prime setting based on the Dragon Age universe. It uses the core Cortex Prime rules with some modifications. Combat uses action-based resolution and action order. Characters have life points determined by attributes. Stress and trauma represent darkspawn taint corruption. Characters have attributes, skills, talents, distinctions and signature assets. Milestones are used for character growth. Guidelines are provided for creating GM NPCs like darkspawn.

Uploaded by

Leandro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Dragon Age: Prime

A Dark Fantasy Cortex Prime Setting


Cortex Prime is a registered trademark and property of Fandom.
Dragon Age is a registered trademark and property of Bioware and Electronic Arts.
General Rules
Dragon Age: Prime uses the following general rules mods.

Action Based Resolution and Action Order


Dragon Age: Prime uses the Action Based Resolution system and Action Order system for
conflicts from the Cortex Prime Handbook page 24 and page 98.

Life Points
Dragon Age: Prime uses the Ablative Life Point system. See page 49 of the Cortex Prime
Handbook.

Base Life Points are determined with the following formula: Constitution + Survival. Mobs have
only 1 LP per Mob Die. Bosses multiply (Constitution + Survival) by their number of Boss dice.

Dragon Age: Prime has a few extra rules to accommodate the Effect Die:
● Critical Hit: When your effect die exceeds your opponent's effect die on a successful
attack, add +5 to your result for every step for the purposes of damage calculations.
● Glancing Hit: When your effect die is lower than your opponent's effect die on a
successful attack, minus -5 to your result for every step for the purposes of damage
calculations, to a minimum of 1 damage.
Stress and Trauma
Dragon Age: Prime uses the Stress and Trauma from page 39 to 41 of the Cortex Prime
Handbook. Dragon Age: Prime uses only one category for Stress and Trauma: Darkspawn
Taint. The Darkspawn Taint is the evil spread by the Darkspawn that slowly corrupts and kills
those who come in contact with Darkspawn blood. Some are naturally resilient and, rarely, can
recover. Being Taken Out by Darkspawn Taint recognizes the Taint beginning to take hold and
the infected individual becoming sick. Trauma advances represent the sickness taking hold and
beginning to take the character’s life. If the Trauma exceeds d12, a character succumbs to the
Taint.

Grey Wardens (see Grey Wardens) have a natural resistance to Darkspawn Taint, as outlined in
the relevant Talent. However, over time, they will succumb to the Taint, as the Joining Ritual
involves taking the Darkspawn Taint within yourself.

A character who is not already a Grey Warden who exceeds d12 Trauma of Darkspawn Taint
can spend a PP to hold on long enough to undergo a Joining Ritual to become a Grey Warden.
The character must also have the requisite XP to purchase the Grey Warden talent. Afterwards,
all Darkspawn Taint is removed.
Traits
Dragon Age: Prime uses the following Traits.

Attributes
Dragon Age: Prime uses Attributes as part of the Prime Set. Dragon Age: Prime uses the
following stats:
● Strength: The character's physical strength and ability.
● Dexterity: The character's agility, reflexes, and coordination.
● Magic: The character's connection to the Fade and ability to manipulate it.
● Cunning: The character's intelligence and deviousness.
● Willpower: The character's strength of mind and personality.
● Constitution: The character's physical robustness and endurance.
See Cortex Prime Handbook pg 49.

Skills
Dragon Age: Prime uses Skills as the second part of the Prime Set. Dragon: Age's skills are as
follows:
● Arcana: Your ability to reconfigure and understand magic, magical items, and the Fade.
● Athletics: Your athletic and acrobatic ability.
● Coercion: Your ability to force someone to agree with you through threats.
● Combat: Your knowledge of battle, tactics, and war.
● Craft: Your ability to create mundane devices and equipment.
● Deception: Your ability to lie to others and convince them of falsehoods.
● Herbalism: Your knowledge of potions, poisons, and other alchemic arts.
● Medicine: Your knowledge of medicine and surgery.
● Perception: Your ability to read a scene and understand people.
● Persuasion: Your skill in convincing people through logic and reason.
● Sneak: Your ability to stay silent, steal from others, and disable traps.
● Survival: Your knowledge of nature, scavenging for supplies, and general
outdoorsmanness.
See Cortex Prime Handbook page 57 to 59.

Talents
Every Archetype in Dragon Age: Prime comes with a series of Talents to further define their
Archetype. There is also one Talent that can be taken by any Archetype at any time: The Grey
Warden Talent (see below).
Grey Warden
“The Maker smiles sadly on his Grey
Wardens, so the Chantry says, as no sacrifice
is greater than theirs.”

Activation: Take the Talent.

Effect: Clear any Darkspawn Taint Stress


and Trauma you currently have when taking
this Talent. You have Darkspawn Taint
Resistance d12 as a Signature Asset. You
may split this Signature Asset into 2d10, 3d8,
or 4d6. You may spend a PP to sense nearby
Darkspawn and avoid ambush. You may
spend a PP to get a prophetic vision of
Darkspawn activity in the area.

Distinctions
Dragon Age: Prime uses Distinctions. Player Characters have three Distinctions. The first
Distinction relates to the character’s culture and is their Origin Distinction. The second
Distinction is related to the character’s species and is their Species Distinction. The last one is
blank and is open for the player to define: this is your Unique Distinction.

Every Distinction has the Hinder SFX.

● Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
In addition, you have two slots for SFX per Distinction. For your Unique Distinction, you are free
to fill these in as you please. For your Origin and Species Distinction, you have them provided
for you.

Unlike most Cortex Prime games, you may use multiple Distinctions in a single dice pool as
appropriate.

See Cortex Prime Handbook page 50.

Signature Assets
Dragon Age: Prime uses Signature Assets to represent the unique gear and equipment that
characters acquire in their adventure. Signature Assets have a die rating and quick description.
Your Archetype gives a set of generic Signature Assets that you are supposed to customize.
Growth
Dragon Age: Prime uses Milestones for Growth. Every Dragon Age: Prime character creates
two Milestones. One of them is a shorter term goal for the character. The other is a longer-term
goal about developing the character. The former Milestone should be completed and replaced
multiple times throughout the Campaign. The later Milestone should last the entire Campaign
before it is finally completed.

The GM will present Quest Milestones that player characters can swap out for one of their
Milestones. This Quest Milestone remains until the Quest is completed or abandoned. Quest
Milestones help a player character stay on track by being rewarded for pursuing the current
task.

XP can be spent as follows:

5 XP 15 XP
● Upgrade a skill from d4 to d6 ● Add a Talent from your Archetype
● Swap out your Unique Distinction ● Upgrade a Skill from d8 to d10
● Upgrade an Attribute from d6 to d8
● Unlock a Distinction SFX

10 XP 20 XP
● Upgrade a Skill from d6 to d8 ● Upgrade a Skill from d10 to d12
● Upgrade an Attribute from d4 to d6 ● Upgrade an Attribute from d8 to d10
● Add a d8 Signature Asset ● Add the Grey Warden Talent
GMPC
GMPC come in three types: Mob, Extra, and Boss. Mobs represent groups of enemy. They have
a number of dice based on their size. For every Mob trait dice, they have 1 LP. When they lose 1
LP, they lose one Mob trait die. Bosses have a number of dice baed on their size. For every
Boss trait dice, they multiply their Constiution+Survival to determine LP. When they lose a
percentage of their LP based on the number of their Boss dice, they lose the boss dice. If they
have three Boss trait dice, they lose one when they lose one third of the LP.

To make a GMPC, choose a relevant Origin and Species Distinction and one to two relevant
talents. For Extras and Bosses, make a Unique Distinction. For some basic GMPC like bandits
or wild animals, their Distinctions should not have any SFX and be simple phrases describing
the character.

For most GMPCs, Assign d10, d8, d8, d6, d6, d4 to your Attributes. You have 6, 8, and 10
points to spend on skills, depending on your type: Mob, Extra, Boss, respectively. GMPCs like
wild animals do not have skills and instead assign a basic d6, d8, or d10 to replace their skills.

Darkspawn
Darkspawn have access to the following Species Distinctions.
Archdemon d12
● SFX: Flight. Activate a spoiler to step up your effect die when dodging an attack.
● SFX: Fire Breathe. Add a d6 to your dice pool for an attack and step down the
● highest die in the pool by one. Step up the effect die by one.
● SFX: Giant. Add a d6 per target and hold an extra effect die when attacking multiple
targets.
● SFX: Taint. You may activate a spoiler to attempt to inflict Darkspawn Taint on a target.
If successful, the Darkspawn Taint inflicted is equal to your effect die.
● SFX: Tough Hide. Activate a spoiler to ignore damage from nonmagic weapons.

Broodmother d10
● SFX: Giant. Add a d6 per target and hold an extra effect die when attacking multiple
targets.
● SFX: Taint. You may activate a spoiler to attempt to inflict Darkspawn Taint on a target.
If successful, the Darkspawn Taint inflicted is equal to your effect die.
● SFX: Tough Hide. Activate a spoiler to ignore damage from nonmagic weapons.

Genlocks d8
● SFX: Short and maneuverable. When you aren't fighting Dwarves, step up Dexterity
when dodging attacks.
● SFX: Taint. You may activate a spoiler to attempt to inflict Darkspawn Taint on a target.
If successful, the Darkspawn Taint inflicted is equal to your effect die.

Hurlocks d8
● SFX: Worth A Squadron. Add a d6 per target and hold an extra effect die when
attacking multiple targets.
● SFX: Taint. You may activate a spoiler to attempt to inflict Darkspawn Taint on a target.
If successful, the Darkspawn Taint inflicted is equal to your effect die.

Ogre d8
● SFX: Bestial Strength. Add a d6 to your dice pool for an attack and step down the
● highest die in pool by one. Step up the effect die by one.
● SFX: Giant. Add a d6 per target and hold an extra effect die when attacking multiple
targets.
● SFX: Taint. You may activate a spoiler to attempt to inflict Darkspawn Taint on a target.
If successful, the Darkspawn Taint inflicted is equal to your effect die.
● SFX: Tough Hide. Activate a spoiler to ignore damage from nonmagic weapons.
Shriek d8
● SFX: Ambush Predator. Double Sneak when you ambush a target.
● SFX: Fast And Agile. Step up Dexterity when you rush a foe from afar.
● SFX: Taint. You may activate a spoiler to attempt to inflict Darkspawn Taint on a target.
If successful, the Darkspawn Taint inflicted is equal to your effect die.

Their other two Distinctions have no SFX.


Fade Spirit
Fade Spirits have access to the following Distinction for their Species Distinction.

Fade Spirit d8
● SFX: Abomination. Activate a spoiler to possess a GMPC Mage.
● SFX: Drain Life. Activate a spoiler when you successfully attack a target. The damage
inflicted to the target is added to your Life Points.
● SFX: From Another World. Activate a spoiler to disappear to the Fade.
● SFX: Incorporeal. Activate a spoiler to ignore damage from nonmagic weapons.

Fade Spirits have access to the following Distinctions for their Origin Distinction.

Abomination d8
● SFX: Explosive. When you hit 0 LP, make an attack using Constitution and Magic
against the person who killed you. Add a d6 and step up your effect die by one.

Arcane Horror d8
● SFX: Draining Aura. All enemies step down Magic when the Arcane Horror in a scene.

Corpse d8

Desire d8
● SFX: Illusion. Activate a spoiler to make an Asset equal to your Cunning.
● SFX: Scream. Add a d6 per target and hold an extra effect die when attacking multiple
targets.

Pride d8
● SFX: Bestial Strength. Add a d6 to your dice pool for an attack and step down the
● highest die in pool by one. Step up the effect die by one.
● SFX: Mana Burst. Add a d6 per target and hold an extra effect die when attacking
multiple targets.

Revenant d8
● SFX: Telekentic Pull. Activate a spoiler to make a d8 complication related to being
grapple by telekinetic powers on a target.

Shade d8

Sloth d8
● SFX: Leech. When you use the Drain Life SFX, double the Life Points you absorb.
Notable Creatures
The following are some Species Distinctions for some notable creatures a party may encounter

Bronto d8
● SFX: Charge. Add a d6 to your dice pool for an attack and step down the highest die
in pool by one. Step up the effect die by one.
● SFX: Tough Hide. Activate a spoiler to ignore damage from nonmagic weapons.

Dragon d12
● SFX: Flight. Activate a spoiler to step up your effect die when dodging an attack.
● SFX: Fire Breathe. Add a d6 to your dice pool for an attack and step down the
● highest die in pool by one. Step up the effect die by one.
● SFX: Giant. Add a d6 per target and hold an extra effect die when attacking multiple
targets.
● SFX: Tough Hide. Activate a spoiler to ignore damage from nonmagic weapons.

Giant Spider d8
● SFX: Web. When making a complication related to grappling, step up the effect die by
one.

Golem d8
● SFX: Electric Pulse. Add a d6 per target and hold an extra effect die when attacking
multiple targets.
● SFX: Golem Strength. Add a d6 to your dice pool for an attack and step down the
highest die in pool by one. Step up the effect die by one.
● SFX: Stone Hide. Activate a spoiler to ignore damage from nonmagic weapons.

Werewolf d8
● SFX: Claws And Fury. Add a d6 to your dice pool for an attack and step down the
highest die in pool by one. Step up the effect die by one.
● SFX: Tough Hide. Activate a spoiler to ignore damage from nonmagic weapons.
Archetypes
Mage
You always knew you were different. You felt a connection to somewhere far off. Unexplainable
things would happen around you. You even heard strange noises. One day, you learned the
truth. You are a Mage. Through connection to the Fade, you had extraordinary powers. You
were also at extraordinary risk from forces from beyond. The Circle of Magi would take you in
and make you study magic there way or you could run from society to be an Apostate. What you
chose, ultimately, was your decision.

Attributes
Assign d10, d8 to your Magic and Willpower. Assign a d8, d6, d6, d4 to your other Attributes.
● Strength: The character's physical strength and ability.
● Dexterity: The character's agility, reflexes, and coordination.
● Magic: The character's connection to the Fade and ability to manipulate it.
● Cunning: The character's intelligence and deviousness.
● Willpower: The character's strength of mind and personality.
● Constitution: The character's physical robustness and endurance.

Skills
All of your skills start at d4. You have 8 points to spend. 1 point raises a skill by one step.
● Arcana: Your ability to reconfigure and understand magic, magical items, and the Fade.
● Athletics: Your athletic and acrobatic ability.
● Coercion: Your ability to force someone to agree with you through threats.
● Combat: Your knowledge of battle, tactics, and war.
● Craft: Your ability to create mundane devices and equipment.
● Deception: Your ability to lie to others and convince them of falsehoods.
● Herbalism: Your knowledge of potions, poisons, and other alchemic arts.
● Medicine: Your knowledge of medicine and surgery.
● Perception: Your ability to read a scene and understand people.
● Persuasion: Your skill in convincing people through logic and reason.
● Sneak: Your ability to stay silent, steal from others, and disable traps.
● Survival: Your knowledge of nature, scavenging for supplies, and general
outdoorsmanness.
Distinctions

Origin Distinction
Choose 1:
Apostate d8
You avoided the Circle of Magi or perhaps were kicked out for using forbidden magic. You
know freedom the few mages in Ferelden do. However, you also live on the run.
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: A Wild Mage. Spend a PP and double or step up Coercion when using
this Distinction to intimidate people with your status as an illegal mage.
● Unlock: SFX: Forbidden Magic. Spend a PP to step up your effect die when trying to
make a complication with Magic.

Circle Mage d8
You were raised in the Circle of Magi under strict watch of the Templars. While you lack
freedom, you are in compliance with the law and need not fear being hunted.
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Circle Tower. Spend a PP to make a d8 Asset for the rest of the scene
related to resources acquired from the Circle or its agents.
● Unlock: SFX: Legal Mage. Spend a PP to double or step up this Distinction when
attempting to interact with the law and those in charge of society.

Hedge Mage d8
You were never discovered by the Circle and learned magic on its own. You may not even
know you are a mage. Your magic is unique, in the same way any amateur's work is unique.
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Expertise. Choose a skill. Whenever you use it, you may reroll the dice
pool if Magic is in the same pool.
● Unlock: SFX: Untrained. Whenever you wish, double Mental when making assets or
complications with Magic. If you fail, create a complication on yourself equal to your
effect die.

Tevinter Mage d8
You are not supposed to be here. You may be the most criminal mage of them all in Ferelden:
a Tevinter Mage. The magocracy of Tevinter once ruled Ferelden and its lot is ill conditioned
to ever accept one from its decadent, slaver nation ever again.
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Hated And Feared. Gain a PP when your terrifying nature as an
Imperial mage terrifies others into bearing arms against you.
● Unlock: SFX: The Best Training. Spend a PP to double or step up Magic and, if this is
an attack, it is not affected by Glancing Hit rules.
Species Distinction
Dwarves cannot become Mages as they have no connection to the Fade. Qunari can become
mages, but their society treats them worse than any other society to such a degree that a
Qunari mage would be an unlikely player character. Choose 1:

City Elf d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: No One Ever Looks At The Servants. Spend a PP to double or step up
Sneak when you sneak into an establishment by pretending to be a servant who works
there.
● Unlock: SFX: Second Class Citizen. Gain a PP when people expect you to perform
service work for them because you are an Elf.

Dalish Elf d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: One With The Forest. Spend a PP to double or step up Survival when
relying on your knowledge of the woods.
● Unlock: SFX: The Old Ways. Gain a PP when you refuse to work with humans and do
things in a more complicated, ritualistic fashion like your ancestors.

Human Commoner d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Lowborn. Gain a PP when people ignore your opinions due to your
lowborn status.
● Unlock: SFX: The Common Folk. Spend a PP to gain a d8 Asset related to knowing
how things work around here.
Human Noble d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Highborn Grace. Spend a PP to create a d8 asset until the end of the
scene related to your social standing.
● Unlock: SFX: Noble Armory. Create a d10 Signature Asset related to a powerful item
that is in your family’s care.

Unique Distinction
Create a third distinction. Give it Hinder and two SFX.

Finishing Touch
Unlock two SFX among all your Distinctions.
Talents
Choose 1:
Arcane Warrior
“There was a time long ago when they were common. Warriors who infused their magic back
into their bodies to become mighty warriors.”
Activation: Spend a PP
Effect: Double Strength and Constitution and step back Magic until the end of the scene.

Battlemage
“Arcane might and magic prowess, the Battlemage reminds all how mighty a mage can truly
be.”
Activation: Spend a PP
Effect: Until the end of the scene, when you attack with magic, add a d6 and step up the
effect die by one step.

Blood Mage
“There is nothing more vile than the forbidden art of Blood Magic. The demon art turns
lifeforce itself into the fuel for foul magics.”
Activation: Spend a PP
Effect: When you use Magic in a dicepool, you may reduce your Life Points by 5 to increase
your result by 5. You may repeat the effect by paying the cost again. You may also step up the
effect die by spending 5 Life Points each step. You may spend another PP to have an ally,
willingly or unwillingly, pay the cost for you.

Keeper
“We have been pushed to the fringes, but we survive. So too does our way of magic. They
may call us apostates, but we call it tradition.”
Activation: Spend a PP
Effect: When you add Magic to a dice pool, add Survival and double it until the end of the
scene.
Shapeshifter
“The ability to take another’s form is not to be taken likely. While it’s limited to animals, that
limit applies to dragons.”
Activation: Spend a PP
Effect: Create a d10 Assets related to your new form and double Strength until the end of the
scene. You cannot perform spells in your form.

Spirit Healer
“Not all spirits of the Fade are malevolent. There are those who represent virtues. They wish
to help mankind. And it is them who give me my power.”
Activation: Spend a PP
Effect: Double or step up Medicine until the end of the scene.

Signature Assets
Choose 1:
A Book of Spells d8 A Powerful Staff d8 A Spirit Ally d8

Rogue
Society isn’t fair. There are haves and have nots. And there are those like you. You know there
is another way: those who have not who take from the haves. You are a rogue, a thief, a
criminal. You risk your life for fame and fortune. You’ve picked up a few tricks along the way.
Perhaps you’ll manage to live to retirement age, but that isn’t common in your profession.
Attributes
Assign d10, d8 to your Dexterity and Cunning. Assign a d8, d6, d6, d4 to your other Attributes.
● Strength: The character's physical strength and ability.
● Dexterity: The character's agility, reflexes, and coordination.
● Magic: The character's connection to the Fade and ability to manipulate it.
● Cunning: The character's intelligence and deviousness.
● Willpower: The character's strength of mind and personality.
● Constitution: The character's physical robustness and endurance.

Skills
All of your skills start at d4. You have 8 points to spend. 1 point raises a skill by one step.
● Arcana: Your ability to reconfigure and understand magic, magical items, and the Fade.
● Athletics: Your athletic and acrobatic ability.
● Coercion: Your ability to force someone to agree with you through threats.
● Combat: Your knowledge of battle, tactics, and war.
● Craft: Your ability to create mundane devices and equipment.
● Deception: Your ability to lie to others and convince them of falsehoods.
● Herbalism: Your knowledge of potions, poisons, and other alchemic arts.
● Medicine: Your knowledge of medicine and surgery.
● Perception: Your ability to read a scene and understand people.
● Persuasion: Your skill in convincing people through logic and reason.
● Sneak: Your ability to stay silent, steal from others, and disable traps.
● Survival: Your knowledge of nature, scavenging for supplies, and general
outdoorsmanness.
Distinctions

Origin Distinction
Choose 1:

Mercenary d8
You’re the bloody knife in the night. The meal that fells the king. The shadow that brings
death. You are trained to take life quietly and unseen. Your goal is not treasure but payment
from your contract.
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Sneak Attack. Spend a PP to double Sneak to your dice pool when
making an attack from out of sight. If you succeed, step up your effect die by one.
● Unlock: SFX: Tools Of The Trade. Spend a PP to make a d8 Asset related to poisons,
toxins, and other subtle tools of Assassin.

City Urchin d8
No one cares about you. You were just a small child from a poor family. No one could spare
your life from this monstrosity. You made your daily bread by pickpocketing and swiping from
the local merchants. As you aged, you got more bold. Your targets, larger. The jobs, bigger.
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Pickpocket. Gain a PP and make a d8 Asset related to a valuable item
you swiped off an NPC in a prior scene.
● Unlock: SFX: These Are My People. Spend a PP to make a d8 Asset related to a
criminal contact you have in town.

Forest Stalker d8
You lived on the fringes of society. Perhaps you were a dalish elf or some other woodsman.
You learned to survive in the harshest of environments, far from civilization. You aren’t out to
steal, your stealth and guile come from a life of hunting.
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Outdoorsman. Spend a PP to add Survival to a Sneak roll or vice versa.
● Unlock: SFX: Bowman. Spend a PP to double or step up Dexterity when making a
ranged attack.

Pirate d8
You live a life on the high seas. Sailing from port to port, you are cutthroat that takes what you
wish from those not as clever as you. You are the scourge of the seas and the favored lover
of the workers of the night in every port.
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Perhaps We Can Talk It Out?. Gain a PP when a run in with a former
associate turns against you.
● Unlock: SFX: Swashbuckler. Spend a PP to step up your effect die when making an
asset using Athletics in a high-flying manner.

Spy d8
There are as many secrets as there are people in Thedas. It goes to reason then that there
are people who make a living finding those secrets. That’s what you are. Whether you work
for the Chantry, the crown, or some criminal: your job is to find out what others would rather
you not know.
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Silent In The Night. Spend a PP to add Sneak when using any other
skill.
● Unlock: SFX: Talk!. Spend a PP to double coercion when using a sudden,
unexpected display of violence.

Species Distinction
Choose 1:

City Elf d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: No One Ever Looks At The Servants. Spend a PP to double or step up
Sneak when you sneak into an establishment by pretending to be a servant who works
there.
● Unlock: SFX: Second Class Citizen. Gain a PP when people expect you to perform
service work for them because you are an Elf.

Dalish Elf d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: One With The Forest. Spend a PP to double or step up Survival when
relying on your knowledge of the woods.
● Unlock: SFX: The Old Ways. Gain a PP when you refuse to work with humans and do
things in a more complicated, ritualistic fashion like your ancestors.

Dwarf Commoner d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Haggler. Spend a PP to ignore negotiations over the cost of common
prices, tasks, or bribes.
● Unlock: SFX: Ply A Trade. Gain a PP when you ignore adventure to try and make
money off the local markets.

Dwarf Noble d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: High Caste. Gain a PP when you are pulled into distracting matters of
nobility.
● Unlock: SFX: Legendary Smiths. Spend a PP to step up the effect die when trying to
make a Craft asset.

Human Commoner d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Lowborn. Gain a PP when people ignore your opinions due to your
lowborn status.
● Unlock: SFX: The Common Folk. Spend a PP to gain a d8 Asset related to knowing
how things work around here.

Human Noble d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Highborn Grace. Spend a PP to create a d8 asset until the end of the
scene related to your social standing.
● Unlock: SFX: Noble Armory. Create a d10 Signature Asset related to a powerful item
that is in your family’s care.

Qunari Beresaad d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Secret Mission. Spend a PP to add Sneak or Deception to your dice
pool when trying to withhold information or hide something.
● Unlock: SFX: This Is The Way. Gain a PP when your adherence to the Qun alienates
you from others.

Unique Distinction
Create a third distinction. Give it Hinder and two SFX.

Finishing Touch
Unlock two SFX among all your Distinctions.
Talents
Choose 1:
Assassin
"You can never sleep too soundly in a noble's home. While no thief would dare raid it, a much
more dangerous bunch may visit: assassins."
Activation: Spend a PP
Effect: Choose one target. Until the end of the scene, you have a d10 Weakness asset when
acting against this character.

Bard
"Bards are a troublesome lot, they are. They are verbose, loud, and rather annoying
However, one will never get known unless a Bard sings your praises."
Activation: Spend a PP
Effect: You double Persuasion until the end of the scene by telling harrowing and intriguing
tales.

Duelist
"Why fight 'fair and square?' Who made those bloody rules? If you're in a fight, you got to use
every bloody thing you got to win. It's a duel for your very life. Maker help you, win!"
Activation: Spend a PP
Effect: You have a d10 Keen Defense Asset until the end of the scene to dodge attacks and
make confounding tricks.

Legionnaire Scout
"The Dwarves have their own way of fighting on the run. Their short, stocky build practically
throws out tradition on that affair. Don't count them out. Their methods are a sight to behold."
Activation: Spend a PP
Effect: You double Strength and Constitution until the end of the scene.
Ranger
"Life in the woods is hard, no doubts. One must know the area good and the fauna better.
Else ye become yet another meal for the beasts of the wild."
Activation: Spend a PP
Effect: You have a d10 Signature Asset related to a woodland creature you summoned to
your aid until the end of the scene.

Shadow
"You are the wind in the night sky. One blink and you're gone. People are hard pressed to find
you unless you want them to. You are shadows themselves and a monster of the night."
Activation: Spend a PP
Effect: You disappear from sight. You have a d8 asset related to concealment until the end of
the scene.

Signature Assets
Choose 1:
Box of Tool d8 Contacts d8 Vials of Poison d8
Warriors
As long as men breathe, there will be conflict. Where there is war, there will always be warriors.
You are one who fights for what they think is right, or perhaps simply what they desire. There
may be many like you across Thedas, but you are your own person. You are a fighter and you
will carve your own path through Ferelden's unforgiving world.

Attributes
Assign d10, d8 to your Strength and Constitution. Assign a d8, d6, d6, d4 to your other
Attributes.
● Strength: The character's physical strength and ability.
● Dexterity: The character's agility, reflexes, and coordination.
● Magic: The character's connection to the Fade and ability to manipulate it.
● Cunning: The character's intelligence and deviousness.
● Willpower: The character's strength of mind and personality.
● Constitution: The character's physical robustness and endurance.

Skills
All of your skills start at d4. You have 8 points to spend. 1 point raises a skill by one step.
● Arcana: Your ability to reconfigure and understand magic, magical items, and the Fade.
● Athletics: Your athletic and acrobatic ability.
● Coercion: Your ability to force someone to agree with you through threats.
● Combat: Your knowledge of battle, tactics, and war.
● Craft: Your ability to create mundane devices and equipment.
● Deception: Your ability to lie to others and convince them of falsehoods.
● Herbalism: Your knowledge of potions, poisons, and other alchemic arts.
● Medicine: Your knowledge of medicine and surgery.
● Perception: Your ability to read a scene and understand people.
● Persuasion: Your skill in convincing people through logic and reason.
● Sneak: Your ability to stay silent, steal from others, and disable traps.
● Survival: Your knowledge of nature, scavenging for supplies, and general
outdoorsmanness.
Distinctions

Origin Distinction
Choose 1:
Barbarian
Whether Avvar or Chasind, you live away from society and apart from the civilization of
Ferelden. You are another culture that is looked down upon as lesser and brutal. You know,
however, that your way of life has served your people well and, Maker willing, will serve for
another thousand generations.
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Ancient Ways. Spend a PP to add Survival with another Skill when
calling on the traditions of your people.
● Unlock: SFX: Viewed As A Simple Folk. Gain a PP when you make a social mistake
that makes you look stupid to ‘civilized’ people.

Freeman
Ferelden is a large land that once was enslaved. There are many who live away from the
cities who must defend their own home. The Freemen of Ferelden will never fall to the chains
of others again, even if that freedom requires the edge of a sword.
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Lend Me Your Ears. Spend a PP to step up your effect die when
attempting to motivate people.
● Unlock: SFX: We Will Never Give Up. Spend a PP to add Willpower to a dicepool with
another Attribute when you rely on your pride and spirit.

Sellsword
There is an old adage: “As long as two blokes still live on this world, someone is going to want
someone else done in.” You think of that and view it as job security. You are a sword for hire.
People need able bodies and you are ready to fight for the right coin.
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: I’ve Worked With Him Before. Spend a PP to get a favorable d8 Asset
representing a time you did good work for a GMPC in the scene.
● Unlock: SFX: Oui, Bloody Hell!. Gain a PP when you flee a dangerous situation
because you have more sense than your compatriots.

Soldier
War. War never changes. Soldiers are an inevitability in any nation. You need to protect your
borders, your towns, your people: that’s your job. Do it well, for King and Country and all that.
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Battle-Harden. Spend a PP to double Persuasion when drawing on your
history in battle.
● Unlock: SFX: Veteran. Spend a PP to double Cunning when drawing on old battle
tactics.

Species Distinction
Choose 1:
City Elf d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: No One Ever Looks At The Servants. Spend a PP to double or step up
Sneak when you sneak into an establishment by pretending to be a servant who works
there.
● Unlock: SFX: Second Class Citizen. Gain a PP when people expect you to perform
service work for them because you are an Elf.

Dalish Elf d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: One With The Forest. Spend a PP to double or step up Survival when
relying on your knowledge of the woods.
● Unlock: SFX: The Old Ways. Gain a PP when you refuse to work with humans and do
things in a more complicated, ritualistic fashion like your ancestors.

Dwarf Commoner d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Haggler. Spend a PP to ignore negotiations over the cost of common
prices, tasks, or bribes.
● Unlock: SFX: Ply A Trade. Gain a PP when you ignore adventure to try and make
money off the local markets.

Dwarf Noble d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: High Caste. Gain a PP when you are pulled into distracting matters of
nobility.
● Unlock: SFX: Legendary Smiths. Spend a PP to step up the effect die when trying to
make a Craft asset.

Human Commoner d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Lowborn. Gain a PP when people ignore your opinions due to your
lowborn status.
● Unlock: SFX: The Common Folk. Spend a PP to gain a d8 Asset related to knowing
how things work around here.

Human Noble d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Highborn Grace. Spend a PP to create a d8 asset until the end of the
scene related to your social standing.
● Unlock: SFX: Noble Armory. Create a d10 Signature Asset related to a powerful item
that is in your family’s care.

Qunari Beresaad d8
● Take: SFX: Hinder: Gain a PP when you switch out this distinction’s d8 for a d4.
● Unlock: SFX: Secret Mission. Spend a PP to add Sneak or Deception to your dice
pool when trying to withhold information or hide something.
● Unlock: SFX: This Is The Way. Gain a PP when your adherence to the Qun alienates
you from others.

Unique Distinction
Create a third distinction. Give it Hinder and two SFX.
Finishing Touch
Unlock two SFX among all your Distinctions.
Talents
Choose 1:
Berserker
“You have a beast within you. A rage that is itching to come out. You just need to let it out.”
Activation: Spend a PP
Effect: Double and step up Strength and step down Constitution and Dexterity until the end of
the scene.

Champion
“There is more to battle than fighting. There are tactics and morale to consider. You are a
natural born leader. One who can inspire legions to their side.”
Activation: Spend a PP
Effect: Allies in your area can add your Cunning to their rolls in addition to their own Attribute
until the end of the scene.

Guardian
“You know life is dangerous. People can fall like flies into the fade. You know your role in this
mess: you are the shield others hide behind.”
Activation: Spend a PP
Effect: You can make an asset equal to your Constitution that your allies can use . If the
attack hits, the damage taken is split between the target and yourself equally. This lasts until
the end of the scene.

Reaver
“You have taken a dark rite to become a brutal warrior. You stand in opposition of Andraste: a
brutal, ravage dragon-blood fighter.”
Activation: Spend a PP
Effect: When attacking or making combat related assets or complications, you add a d6 and
step up your effect die.
Spirit Warrior
“The Fade is not just home to evil demons, but also benevolent spirits. These kind spirits can
grant boon to mage and warriors alike.”
Activation: Spend a PP
Effect: You may add Magic in addition to your other Attributes during battle until the end of
the scene.

Templar
“The Mages of Tevinter once ruled us all. They crushed us under their boot to fuel their
Empire. The Freemen of Ferelden will never fall. As a Templar, you will protect us.
Activation: Spend a PP
Effect: All enemies in the area step back their Magic by one until the end of the scene.

Signature Assets
Choose 1:
Battle Story d8 Magic Armor d8 Magic Weapon d8
German Sanders from the cortex discord made this awesome character sheet.

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