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buenas noches

Good night.

Last Update: 2012-11-08
Subject: Social Science
Usage Frequency: 4
Quality:

buenas noches amigo

good evening friend

Last Update: 2014-06-25
Subject: General
Usage Frequency: 1
Quality:
Reference: Anonymous

que pases buenas noches

that a good night

Last Update: 2014-06-01
Subject: General
Usage Frequency: 1
Quality:
Reference: Anonymous

   () ¡Buenas noches a todos!
http://www.europarl.europa.eu/

   () Good evening everyone!
http://www.europarl.europa.eu/

Last Update: 2012-02-29
Subject: Social Science
Usage Frequency: 1
Quality:

Es tan dulce. Buenas noches

That's so sweet. Good night

Last Update: 2013-06-29
Subject: General
Usage Frequency: 1
Quality:
Reference: Anonymous

Muchas gracias y buenas noches.
http://www.europarl.europa.eu/

Thank you and I wish you all a good night.
http://www.europarl.europa.eu/

Last Update: 2014-04-07
Subject: Social Science
Usage Frequency: 1
Quality:

Dime algo dulce

Tell me something sweet

Last Update: 2013-11-01
Subject: General
Usage Frequency: 1
Quality:
Reference: Anonymous

buenas noches bebe

good night baby

Last Update: 2013-05-25
Subject: General
Usage Frequency: 1
Quality:
Reference: Anonymous

Amor

Amor

Last Update: 2014-07-14
Usage Frequency: 1
Quality:
Reference: Wikipedia

amor

I'll give you a kiss

Last Update: 2014-07-09
Subject: General
Usage Frequency: 1
Quality:
Reference: Anonymous

mi dulce amor

my sweet love

Last Update: 2014-06-13
Subject: General
Usage Frequency: 1
Quality:
Reference: Anonymous

Buenos días, mi amor

good morning, my love

Last Update: 2014-05-30
Subject: General
Usage Frequency: 1
Quality:
Reference: Anonymous

con tanto amor

because so much Kiss

Last Update: 2014-04-10
Subject: General
Usage Frequency: 1
Quality:
Reference: Anonymous

dulce

dulcet

Last Update: 2014-04-06
Subject: Medical
Usage Frequency: 1
Quality:
Reference: Andrm
Warning: This alignment may be wrong.
Please delete it you feel so.

dulce

candy

Last Update: 2014-04-06
Subject: Medical
Usage Frequency: 1
Quality:
Reference: Andrm
Warning: This alignment may be wrong.
Please delete it you feel so.

Dulce

Dulce

Last Update: 2014-01-15
Usage Frequency: 1
Quality:
Reference: Wikipedia

Voy a ser honesto! todas las chicas de mi lista de amigos se cortan, hermosa, divertida, como un ángel, impecable, caliente, sexy, dulce, buena y sí todos ustedes son sólo bueno como tu forma de ser. Con amor-Aston

Let me be honest! all the girls in my friend list are cut, gorgeous, funny, like an angel, flawless, hot, sexy, sweet, good and yeah all of you are just good as the way you are. With love- Aston

Last Update: 2013-11-10
Subject: General
Usage Frequency: 1
Quality:
Reference: Anonymous

ã © ste

ã©steDragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. DRAGON AGE: SET 3 OPEN PLAYTEST DOCUMENT Hi! Welcome to the Dragon Age RPG Set 3 open playtest! If you’ve found this document without having heard anything else about this open playtest, here’s the story: Dragon Age Set 3 Open Playtest: February 2012! The Dragon Age RPG Set 1 was enthusiastically received. Old hands and new tabletop roleplayers leapt at the chance to tell exciting stories of their own in the perilous and compelling world of Thedas. The Dragon Age RPG Set 2 got delayed but, following a robust and open playtest process, was released to great appreciation by fans and newcomers alike. We at Green Ronin hoped once planned to release two additional sets, that would together cover character levels 11–20, but due to further delays on our end and a desire to get the whole game in front of fans and players sooner, we combined what would have been Set 3 and Set 4 into a single set: The Dragon Age RPG Set 3. Alas, Set 3 isn't ready for publication yet. We know many of you are eager to take your characters and adventures beyond level 10. We are, too. If we could publish Set 3 tomorrow, we’d do it. Because we can’t, because it's not ready, we’re repeating what we did for Set 2 and stress testing this new set by getting your input on it. This is our open public beta test of many of the game-mechanical aspects of Set 3, including rules for advancing Player Characters all the way to level 20! We hope to kill two birds with one stone, giving the Dragon Age RPG’s fans the chance to resume their campaigns right away while also strengthening the Set 3 rules with playtest notes devised by your sharp eyes and cunning. Here, then, is the Set 3 open beta package. Our heartfelt thanks go out to the fans who’ve adventured in Thedas thus far, who’ve told us how much they like the game, and who’ve patiently awaited for us. We’ll see you online! What’s Here This PDF contains: (a) these playtesting instructions, (b) a blank playtest release, and (c) the playtest materials themselves. Unless you’re a writer, editor, proofreader, or graphic designer by trade or inclination, you may not be used to looking at manuscript pages before they’re laid out. These playtest pages are just such a document, containing, for example, different levels of headers notated with layout tags rather than differing levels of size and weight. You’ll see similar notation marking the beginnings and ends of tables and sidebars. None of this should be especially confusing, but a warning seemed fair, so there it is. Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. You’ll also notice that most of the playtest rules haven’t been edited or proofread yet. Typos abound! Just ignore them. Our process will catch them later on. Finally (and although we hope it’s obvious) many of the mechanics you’ll find in these playtest rules have not been thoroughly playtested… yet! So let this serve as a warning that you may run into rules that still need some tweaking. Heads up! What’s Not Here The playtest rules found here are just a peek at Set 3’s mechanical contents. They are simply some of the set’s game-mechanical elements. So you may (for example) see references in the playtest rules to sections that are not actually found here. Lots of lore and narrative materials are not present in this document. We take care of that sort of thing in-house, though some of it may make its way into a future playtest document, so keep your eyes open! Despite all these elements being separate right now, Set 3 will be released as a comprehensive product. How to Playtest One of the key reasons for this open playtest is to enlist your help in making Set 3 awesome, so we hope you’ll submit a playtest report. Your playtest report should consist of a single PDF document, which should have three parts, occurring in this order: • First, your playtest release; • Second, your answers to four main questions; • Third, your other notes. Please submit one report for your whole group that reflects its consensus or summarizes its differing opinions. (If different voices in your group want to submit individual reports, that’s fine, too.) What we don’t want is a series of reports that chronicle your thoughts as they evolve over the playtest period, for the simple reason that we expect to receive lots of reports even at one per group or voice. So, plan to submit one report that reflects everything you think. We promise to read all the reports we receive in their entirety. Although it probably goes without saying, good reports communicate clearly and succinctly. Your conclusions are most likely to be persuasive if they’re supported with concrete evidence. To be considered, submit your playtest report by midnight (US Pacific time) on March 19th, 2012. Send it, attached to an e-mail, to: darpgset3@greenronin.com You are free to discuss, debate, write, and talk about the open playtest rules on forums, blogs, podcasts, and other social media. Just be aware that we won’t necessarily be aware of those discussions unless you also submit your thoughts as described above. Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Playtest Release The first page of your playtest report PDF must be a playtest release signed by each member of your group who contributed. Any playtest report whose first page is not one of these releases gets deleted unread. Note that we assemble our list of playtest credits from the names recorded on these releases, so legibility counts! Four Questions In the next section, answer the following questions in as little or as much detail as you wish: 1. How did you use the playtest rules? (Did you just read them? Use them in actual play? For how many sessions? Using what kind of PCs?) 2. What kind of experience does your group have with tabletop RPGs? (Are you old hands? Relative novices? A mix of both? Feel free to list your most favorite, or least favorite, other RPGs if that would help us understand your perspective.) 3. What is the most critical problem you’ve identified in the playtest rules? (Keep in mind that if you have an issue with something that’s baked into the core of the Adventure Game Engine, taking issue with it here isn’t likely to result in your satisfaction. We obviously can’t make sweeping changes to the basics of the game in Set 3.) 4. What’s the most critical success you’ve identified in the playtest rules? (That is, what would you like to see published in Set 3 exactly the way it’s presented in the playtest rules, without any significant changes at all?) Other Notes After answering the four questions, include any other notes you want us to read, the bad and the good. (Or just the bad. Or just the good. Up to you!) If you want to summarize your critical problem and critical success (#3 and #4, above) at first and then provide extended notes and back-up in the “other notes” section, that’s fine. If you want to draw diagrams and make charts and embed videos of the members of your group waving their arms in outrage about some travesty of game design, that’s great! One area you might want to address in this section are any rules or elements that you expected to see but did not seem to be addressed, or that you observed but you don’t think belong here. (Keep in mind that the playtest rules only include some Set 3 game mechanics. Lots of background material will also be provided as part of Set 3, it’s just not included in the open playtest.) You are likely to want to refer to specific passages of the playtest rules in these notes. It’s generally better to refer to sections by their header names, rather than by page numbers, Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. but keep in mind that some headers recur in different sections, so make sure you’re clear when you make a reference. (For example, every class description has a “Class Powers” header, so it’s not specific enough to say that you love everything found underneath that header.) Something that’s not useful are proofreading and editing comments, unless you want to identify a passage so obtuse that you could not even understand what it meant. At this stage, proofreading and editing comments just distract everyone from the big picture. One final—and important!—instruction about writing your playtest notes is that we’re not looking for you to do design work. That’s our job! Because tabletop RPGs attract creative people, you may be tempted to whip together a new subsystem to address something that you think is a hole or shortcoming, and drop it into your playtest report. When this urge strikes, please restrain yourself. We simply want your feedback on the playtest rules as they exist. To be clear, though, it’s fine to say something like, “I think there should be a talent for auctioneering.” What you shouldn’t do is send us any new talents you designed. Many Thanks! We at Green Ronin are excited about this open playtest. We thank you in advance for downloading this playtest package, especially if you’re able to send us a playtest report. Thanks! Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. DRAGON AGE RPG SET 3 OPEN PLAYTEST — PLAYTEST RELEASE FORM By signing my name below, I certify and agree that my playtesting suggestions, ideas, and comments as recorded in this document are mine to freely express, and become the exclusive property of Green Ronin Publishing, LLC. Name (print legibly!): Signature: Name and signature of parent or guardian, if playtester is a minor: E-mail and physical address: Name (print legibly!): Signature: Name and signature of parent or guardian, if playtester is a minor: E-mail and physical address: Name (print legibly!): Signature: Name and signature of parent or guardian, if playtester is a minor: E-mail and physical address: Name (print legibly!): Signature: Name and signature of parent or guardian, if playtester is a minor: E-mail and physical address: Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. DARPGS3 PLAYTEST TEXTS PG2: CHARACTER OPTIONS Player Characters that have survived the first ten levels of their class are hardened veterans who have faced and overcome difficult challenges. They should be proud of their accomplishments but they have not tamed Thedas just yet. There are still sinister foes to be faced and plots to foil but now the stage of action is much larger. As a low level character, you might aid a village or rescue a caravan. Now you must look at the bigger picture. A Blight threatens Ferelden and heroes must step forward to fight it. As a high level character, this is your challenge. This chapter provides more options for your characters. The core of it is the level 11–20 class information for mages, rogues, and warriors. This completes the basic arc of all the character classes, as level 20 is the maximum in Dragon Age. The chapter also introduces twelve new backgrounds for the game. They can be used by new players joining the campaign, or when making replacements for those that have fallen in battle. They’re also useful for new campaigns set beyond Fereldan’s borders. New Backgrounds Set 3 introduces twelve new backgrounds for the Dragon Age RPG: Ander Survivor, Escaped Elven Slave, Fereldan Noble, Orlesian Commoner, Orlesian Noble, Orlesian Student, Rivaini Swashbuckler, Seheron Convert, Tevinter Commoner, Tevinter Mage, Tevinter Noble, and Waking Sea Raider. About half of these backgrounds come from Orlais and Tevinter, which are the focus of the new lore presented in Set 3. The others provide more options from the wide world of Thedas. Not all of them will make sense in every campaign, of course. If you aren’t sure how a background will fit into the campaign, talk it over with your GM before making your final choice. Anders Survivor [text] Playing an Anders Survivor If you choose to play an Ander survivor, modify your character as follows: • Add 1 to your Constitution ability. Anders must be tough to live past childhood. • Pick one of the following ability focuses: Constitution (Stamina) or Strength (Climbing). • You can speak and read Ander and the Trade Tongue. • Choose a class. You can play either a rogue or a warrior. • Roll twice on the Ander Survivor table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Anders Survivor 2d6 Roll Benefit Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. 2 +1 Dexterity 3-4 Focus: Constitution (Running) 5 Focus: Cunning (Historical Lore) 6 Focus: Perception (Tracking) 7-8 +1 Strength 9 Focus: Dexterity (Brawling) 10-11 Focus: Willpower (Courage) 12 +1 Perception Escaped Elven Slave [text] Playing an Escaped Elven Slave If you choose to play an escaped elven slave, modify your character as follows: • Add 1 to your Strength ability. Only the strong survive bondage in the Tevinter Imperium. • Pick one of the following ability focuses: Perception (Hearing) or Strength (Might). • You can speak and read the Trade Tongue. • Choose a class. You can play either a rogue or a warrior. • Roll twice on the Escaped Elven Slave table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Escaped Elven Slave 2d6 Roll Benefit 2 +1 Communication 3-4 Speak Elven 5 Focus: Communication (Deception) 6 Focus: Dexterity (Brawling) 7-8 +1 Dexterity 9 Focus: Strength (Driving) 10-11 Focus: Willpower (Self-Discipline) 12 +1 Willpower Fereldan Noble [text] Playing a Fereldan Noble If you choose to play a Fereldan noble, modify your character as follows: • Add 1 to your Strength ability. Nobles in Ferelden must be strong to protect their people. Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. • Pick one of the following ability focuses: Cunning (Military Lore) or Strength (Intimidation). • You can speak and read the Trade Tongue. • Choose a class. You can play either a rogue or a warrior. • Roll twice on the Fereldan Noble table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Fereldan Noble 2d6 Roll Benefit 2 +1 Constitution 3-4 Focus: Cunning (Heraldry) 5 Focus: Communication (Etiquette) 6 Focus: Dexterity (Riding) 7-8 +1 Cunning 9 Focus: Communication (Leadership) 10-11 Focus: Cunning (Historical Lore) 12 +1 Dexterity Orlesian Commoner [text] Playing an Orlesian Commoner If you choose to play an Orlesian commoner, modify your character as follows: • Add 1 to your Dexterity ability. Life is fast-paced in Orlais. • Pick one of the following ability focuses: Dexterity (Brawling) or Willpower (Faith). • You can speak and read Orlesian and the Trade Tongue. • Choose a class. You can play either a rogue or a warrior. • Roll twice on the Orlesian Commoner table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Orlesian Commoner 2d6 Roll Benefit 2 +1 Communication 3-4 Focus: Cunning (Religious Lore) 5 Focus: Dexterity (Crafting) 6 Focus: Communication (Bargaining) 7-8 +1 Willpower 9 Focus: Dexterity (Legerdemain) Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. 10-11 Focus: Communication (Deception) 12 +1 Constitution Orlesian Noble [text] Playing an Orlesian Noble If you choose to play an Orlesian noble, modify your character as follows: • Add 1 to your Communication ability. In Orlais the only thing worse than being talked about is not being talked about. • Pick one of the following ability focuses: Communication (Etiquette) or Strength (Intimidation). • You can speak and read Orlesian and the Trade Tongue. • Choose a class. You can play either a rogue or a warrior. • Roll twice on the Orlesian Noble table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Orlesian Noble 2d6 Roll Benefit 2 +1 Constitution 3-4 Focus: Communication (Leadership) 5 Focus: Cunning (Cultural Lore) 6 Focus: Dexterity (Riding) 7-8 +1 Strength 9 Focus: Cunning (Heraldry) 10-11 Focus: Communication (Persuasion) 12 +1 Cunning Orlesian Student [text] Playing an Orlesian Student If you choose to play an Orlesian student, modify your character as follows: • Add 1 to your Cunning ability. Intelligence is prized at the university. • Pick one of the following ability focuses: Communication (Persuasion) or Cunning (Research). • You can speak and read Orlesian and the Trade Tongue. • Choose a class. You can play either a rogue or a warrior. • Roll twice on the Orlesian Student table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Orlesian Student 2d6 Roll Benefit 2 +1 Perception 3-4 Focus: Dexterity (Calligraphy) 5 Focus: Communication (Etiquette) 6 Focus: Cunning (Historical Lore) 7-8 +1 Communication 9 Focus: Cunning (Cultural Lore) 10-11 Focus: Willpower (Self-Discipline) 12 +1 Dexterity Rivaini Swashbuckler [text] Playing a Rivaini Swashbuckler If you choose to play a Rivaini swashbuckler, modify your character as follows: • Add 1 to your Dexterity ability. The Rivaini hands are as fast as their mouths. • Pick one of the following ability focuses: Communication (Seduction) or Dexterity (Acrobatics). • You can speak and read Rivaini and the Trade Tongue. • Choose a class. You can play either a rogue or a warrior. • Roll twice on the Rivaini Swashbuckler table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Rivaini Swashbuckler 2d6 Roll Benefit 2 +1 Willpower 3-4 Focus: Communication (Persuasion) 5 Focus: Constitution (Swimming) 6 Focus: Dexterity (Brawling) 7-8 +1 Communication 9 Focus: Cunning (Evaluation) 10-11 Focus: Strength (Climbing) 12 +1 Cunning Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Seheron Convert [text] Playing a Seheron Convert If you choose to play a Seheron convert, modify your character as follows: • Add 1 to your Willpower ability. It takes strength of will to embrace the demands of the Qun. • Pick one of the following ability focuses: Cunning (Qun) or Willpower (Self- Discipline). • Choose whether your character is an elf or a human. Most converts on Seheron are elves, but some humans also embrace the Qun. • You can speak and read Qunlat and the Trade Tongue. • Choose a class. You can play either a rogue or a warrior. • Roll twice on the Seheron Convert table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Seheron Convert 2d6 Roll Benefit 2 +1 Perception 3-4 Focus: Cunning (Historical Lore) 5 Focus: Strength (Might) 6 Focus: Constitution (Stamina) 7-8 +1 Cunning 9 Focus: Communication (Persuasion) 10-11 Focus: Perception (Empathy) 12 +1 Strength Tevinter Commoner [text] Playing a Tevinter Commoner If you choose to play a Tevinter commoner, modify your character as follows: • Add 1 to your Strength ability. The Tevinter elite may be decadent but the common folk retain the hardiness that helped build an empire. • Pick one of the following ability focuses: Constitution (Stamina) or Dexterity (Brawling). • You can speak and read the Trade Tongue. • Choose a class. You can play either a rogue or a warrior. • Roll twice on the following table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Tevinter Commoner 2d6 Roll Benefit 2 +1 Perception 3-4 Focus: Cunning (Evaluation) 5 Focus: Willpower (Courage) 6 Focus: Communication (Deception) 7-8 +1 Constitution 9 Focus: Strength (Driving) 10-11 Focus: Communication (Animal Handling) 12 +1 Willpower Tevinter Mage [text] Playing a Tevinter Mage If you choose to play a Tevinter Mage, modify your character as follows: • Add 1 to your Magic ability. The bloodlines of mages are tracked carefully in Tevinter. • Pick one of the following ability focuses: Communication (Leadership) or Cunning (Arcane Lore). • You can speak and read Ancient Tevene and the Trade Tongue. • Take the mage class. • Roll twice on the following table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Tevinter Mage 2d6 Roll Benefit 2 +1 Communication 3-4 Focus: Strength (Intimidation) 5 Focus: Cunning (Heraldry) 6 Focus: Willpower (Self-Discipline) 7-8 +1 Cunning 9 Focus: Cunning (Historical Lore) 10-11 Focus: Dexterity (Riding) 12 +1 Willpower Tevinter Noble [text] Playing a Tevinter Noble Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. If you choose to play a Tevinter noble, modify your character as follows: • Add 1 to your Cunning ability. Tevinter nobles are a devious lot. • Pick one of the following ability focuses: Communication (Leadership) or Cunning (Evaluation). • You can speak and read the Trade Tongue. You can read Ancient Tevene. • Choose a class. You can play either a rogue or a warrior. • Roll twice on the following table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Tevinter Noble 2d6 Roll Benefit 2 +1 Dexterity 3-4 Focus: Cunning (Heraldry) 5 Focus: Dexterity (Riding) 6 Focus: Communication (Deception) 7-8 +1 Communication 9 Focus: Strength (Intimidation) 10-11 Focus: Cunning (Cultural Lore) 12 +1 Strength Waking Sea Raider [text] Playing a Waking Sea Raider If you choose to play a Waking Sea raider, modify your character as follows: • Add 1 to your Dexterity ability. A sailor’s life requires agility. • Pick one of the following ability focuses: Dexterity (Acrobatics) or Perception (Seeing). • You can speak and read the Trade Tongue and one of Antivan, Orlesian, or Rivaini. • Choose a class. You can play either a rogue or a warrior. • Roll twice on the following table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Waking Sea Raider 2d6 Roll Benefit 2 +1 Constitution 3-4 Focus: Cunning (Evaluation) 5 Focus: Strength (Intimidation) 6 Focus: Constitution (Swimming) 7-8 +1 Perception Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. 9 Focus: Cunning (Navigation) 10-11 Focus: Constitution (Rowing) 12 +1 Strength Classes Set 3 contains class information for levels 11-20. You’ll see much that is familiar but read closely because some things change at higher levels. Characters don’t gain as much Health at each level, for example. In addition to the specific powers unique to each class, all Dragon Age characters gain the following benefit upon achieving level 11: • You gain a +1 bonus when generating stunt points. If you roll a stunt and have a 6 on your Dragon Die, for example, you have 7 stunts points to spend. Gaining Levels The experience points required to attain each level are summarized on the accompanying table. When your experience point total is high enough, your character gains a level. When this occurs, four things happen immediately: • Your character’s Health now increases an amount equal to your Constitution ability. At levels 1–10, it was 1d6 + Constitution but gaining Health at higher levels is not as easy. • You get one advancement to spend on an ability. If you gained an even numbered level, you must spend it on a primary ability. If you gained an odd numbered level, you must spend it on a secondary ability. • You can pick one new ability focus. If you gained an even numbered level, you must choose a focus from one of your primary abilities. If you gained an odd numbered level, you must choose a focus from one of your secondary abilities. Starting at level 11, you have the option of selecting a focus you already possess to gain a total +3 bonus on rolls with that focus (instead of the normal +2 bonus). • You gain the class powers for your new level. You can find them in the class description. When you go up a level, you may also want to review your goals. Have any of them been achieved? Based on the events of the campaign, do you have any new goals? You can do this any time, of course, but leveling up is a convenient time to check in and reassess. Experience Point Table XP Total Level 0-1,999 1 2,000-4,499 2 4,500-7,499 3 7,500-10,999 4 11,000-14,999 5 15,000-19,499 6 19,500-24,499 7 Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. 24,500-29,999 8 30,000-35,999 9 36,000-42,499 10 42,500-49,499 11 49,500-56,999 12 57,000-64,999 13 65,000-73,499 14 73,500-82,499 15 82,500-91,999 16 92,000-101,999 17 102,000-112,499 18 112,500-123,499 19 123,500+ 20 Mage [background] Class Powers Mages gain the following powers at the specified level. Mana Points: Starting at level 11, you only gain your Magic ability in mana points when you gain a new level. At levels 1-10, it was 1d6 + Magic, but increasing your power at higher levels is not as easy. Level 11 New Spell: You gain one new spell. New Talent: You become a novice in a new talent or gain a degree in a talent you already have. Level 12 Stunt Bonus: You are so practiced with your arcane lance that you can make attacks faster than lesser mages. When attacking with an arcane lance, you can perform the Lighting Attack stunt for 2 SP instead of the usual 3. Level 13 New Spell: You gain one new spell. Level 14 New Specialization: You may choose one new specialization for your class. You gain the novice degree of its specialization talent. Level 15 New Spell: You gain one new spell. New Talent: You become a novice in a new talent or gain a degree in a talent you already have. Level 16 New Specialization Talent: You gain the journeyman degree in the specialization talent you gained at level 14. Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Level 17 New Spell: You gain one new spell. Level 18 New Specialization Talent: You gain the master degree in the specialization talent you gained at level 14. Level 19 New Spell: You gain one new spell. New Talent: You become a novice in a new talent or gain a degree in a talent you already have. Level 20 Epic Mage: Pick one type of stunt (combat, exploration, roleplaying, or spell). You gain a +1 bonus when generating stunt points of that type. Rogue [background] Class Powers Rogues gain the following powers at the specified level. Level 11 New Talent: You become a novice in a new talent or gain a degree in a talent you already have. Level 12 Slippery: You are hard to pin down in combat. Opponents do not gain an attack bonus for outnumbering you in melee combat. Normally, attackers can gain up to a +2 bonus in such circumstances (see the Set 1 Game Master’s Guide, page 21). Level 13 New Talent: You become a novice in a new talent or gain a degree in a talent you already have. Stunt Bonus: You know how to act with style and grace. You can perform the With a Flourish exploration stunt for 3 SP instead of the usual 4. Level 14 New Specialization: You may choose one new specialization for your class. You gain the novice degree of its specialization talent. Level 15 New Talent: You become a novice in a new talent or gain a degree in a talent you already have. Perforate: You know how to take advantage of an enemy when his guard is down. Perforate is a special stunt that you can perform for 2 SP if you’ve just hit an opponent with a backstab. You can make a second backstab attack against the same opponent; this attack does not generate stunt points. Level 16 New Specialization Talent: You gain the journeyman degree in the specialization talent you gained at level 14. Level 17 New Talent: You become a novice in a new talent or gain a degree in a talent you already have. Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Quick Shot: You can make a ranged attack vs. a visible opponent within range as a minor action. The attack roll and damage of the quick shot suffer a -2 penalty. Level 18 New Specialization Talent: You gain the master degree in the specialization talent you gained at level 14. Level 19 New Talent: You become a novice in a new talent or gain a degree in a talent you already have. Level 20 Epic Rogue: Pick one type of stunt (combat, exploration, or roleplaying). You gain a +1 bonus when generating stunt points of that type. Warrior [background] Class Powers Warriors gain the following powers at the specified level. Level 11 New Talent: You become a novice in a new talent or gain a degree in a talent you already have. Level 12 Veteran: Persevering through long hours of practice and many bloody encounters has made you a fearsome combatant. When you inflict damage with a melee attack, you can add +2 to your damage total if have an applicable weapon group focus. The focus must match the weapon group of the weapon you attack with. For example, if you attack with a battle axe, you must have the Strength (Axes) focus to get the +2 bonus damage of this power. Level 13 New Talent: You become a novice in a new talent or gain a degree in a talent you already have. Level 14 New Specialization: You may choose one new specialization for your class. You gain the novice degree of its specialization talent. Level 15 New Talent: You become a novice in a new talent or gain a degree in a talent you already have. Quick Strike: You can make a melee attack vs. an adjacent opponent as a minor action. The attack roll and damage of the quick strike suffer a -2 penalty. This action cannot be combined with an expert strike. Level 16 New Specialization Talent: You gain the journeyman degree in the specialization talent you gained at level 14. Level 17 New Talent: You become a novice in a new talent or gain a degree in a talent you already have. Stunt Bonus: You can sweep opponents before you. When you perform the Dual Strike stunt with a melee attack, you can hit two secondary targets instead of one. All three of your targets (the original target and the two secondary targets) must be adjacent to you either when you made the attack or after you’ve used the Skirmish stunt to move next to them. Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Level 18 New Specialization Talent: You gain the master degree in the specialization talent you gained at level 14. Level 19 New Talent: You become a novice in a new talent or gain a degree in a talent you already have. Level 20 Epic Warrior: Pick one type of stunt (combat, exploration, roleplaying, or warfare). You gain a +1 bonus when generating stunt points of that type. PG3: FOCUSES, SPECIALIZATIONS, AND TALENTS [[Additional material forthcoming.]] Ability Focuses The list of ability focuses in previous Dragon Age RPG sets are broad enough to cover the major areas of adventuring and characterization. Set 3 introduces just a few new focuses to cover new systems and circumstances, like enchanting magic items with runes. Here is a complete list of focuses in the game as of this set, with new entries noted in italics. [[Complete list here.]] New Focuses Set 3 introdues the following new focuses: [[Additional focuses are undergoing evaluation now.]] Enchanting (Magic): Crafting magic items using runes and other esoteric components. Improving A Focus In previous Dragon Age sets, focuses grant a flat +2 bonus to one's ability tests. For higher-level characters, that measure of focus is not always enough to win the day or to set your character apart from others with similar training. Therefore, at higher levels, characters can take a focus for a second time to further improve their bonus on those rolls. Starting at level 11, when you would gain a new focus you may select a focus you already have to increase your bonus with that focus to +3 (instead of the +2 it was before). You still must always select a focus for a primary ability on even-numbered levels and a focus for a secondary ability on odd-numbered levels, as usual. New Talents [background] Carousing Classes: Mage, Warrior, and Rogue. Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Requirements: You must have Communication and Constitution 2 or higher. You take your fun seriously. Novice: You can drink other people under the table. When making Constitution (Drinking) tests as part of an advanced test, you gain a +1 bonus to the result of each dragon die. This allows you to reach the success threshold faster. Journeyman: The tavern is your second home. Choose one of the following Communication focuses: Gambling or Seduction. If you fail a Communication test with your chosen focus, you can re-roll it but you must keep the result of the second roll. Master: When you’re having a good time, (you think) you’re invincible! Choose one of the following roleplaying stunts: flirt or tower of will. You can perform that stunt for 3 SP instead of the usual 4. You gain an additional +1 bonus on the opposed rolls made when using those stunts. Intrigue Classes: Mage, Warrior, and Rogue. Requirements: You must have Communication 2 or higher. You are a master of secrets. Novice: You always gain more information than you give out. You can perform the "and another thing" roleplaying stunt for 1 SP instead of the usual 2. In addition, you gain a +1 bonus on any further tests the stunt allows. Journeyman: You know how to play the game. Choose one of the following Communication focuses: Etiquette, Deception, or Seduction. If you fail a Communication test with your chosen focus, you can re-roll it but you must keep the result of the second roll. Master: You know how to end a conversation. You can perform the stunned silence roleplaying stunt for 2 SP instead of the usual 3. In addition, you have the opportunity to immediately change this into a combat encounter. If you do so, you and one ally per extra stunt point you spend can act in the first round of combat. Everyone else is surprised. Mounted Combat Style Classes: Warrior. Requirements: You must have the Dexterity (Riding) focus. You are a trained cavalryman, adept at fighting on horseback. Note: Two-handed weapons and long bows cannot be used on horseback (by anyone, not just those with this talent). If you attempt it, they count as improvised weapons. Novice: You can use the mobility of your mount to your advantage in combat. When mounted and making a move action, you can move part of your allowed distance, make a melee or ranged attack, and then move the rest of your allowed distance. The total distance moved cannot be more than your mount’s Speed. Normally, you’d have to finish moving before attacking. Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Journeyman: Your mounted charge is fearsome. You can move at your mount’s full Speed when making a charge action and inflict +1 damage if your attack strikes home. Master: You and your mount are one. The knock prone stunt cannot dismount you. Observation Classes: Mage, Rogue, and Warrior. Requirements: You must have Perception 3 or higher. You have an eye for detail. Novice: You notice things others do not. Choose one of the following Perception focuses: Empathy or Seeing. If you fail a Perception test with your chosen focus, you can re-roll it but you must keep the result of the second roll. Journeyman: Analysis of your observation often leads to insight. You can perform the that makes me wonder exploration stunt for 2 SP instead of the usual 3. Master: Nothing escapes your scrutiny. You can perform the object of your attention exploration stunt for 2 SP instead of the usual 3. In addition, the stunt gives you a +2 bonus instead of the usual +1. Oratory Classes: Mage, Rogue, and Warrior. Requirements: You must have the Communication (Persuasion) focus. You are a skilled public speaker who can sway others with your words. Novice: You know how to work a crowd. If you fail a Communication (Persuasion) test when trying to convince a group, you can re-roll it, but you must keep the results of the second roll. You can’t take this re-roll in an intimate setting or when trying to persuade an individual. Journeyman: Your words are like magic. Each time you perform the sway the crowd roleplaying stunt, you affect three additional people instead of one. Master: You can agitate a crowd. If you make a successful Communication (Persuasion) test when addressing a group and the result of your dragon die is 5 or 6, you rouse them to immediate action. You can’t necessarily control what they do, though you can try with Communication (Leadership) tests, but they take your words to heart and act on them. Pole Weapon Style Classes: Warrior. Requirements: You must be trained in the Polearms Group or the Spears Group. Pole weapons can be cumbersome, but not in your hands. You can fight in this style with the two-handed spear or any weapon of the Polearms Group. Novice: You can use the length of your weapon to advantage. You treat enemies up to 4 yards away as if they were adjacent to you, so you can make melee attacks against them (they can’t do the same unless they also have this talent). If an ally is between you and Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. your opponent, you can still attack. In fact, this is a common tactic. Journeyman: Once prepared you are hard to move. You can set yourself with an activate action. Until the end of the encounter, any opponent that attempts to use the skirmish stunt (or the Novice degree of the Two-Hander Style) on you must first make an opposed attack roll. If you win, your opponent fails to move you and wastes the stunt point(s). If your opponent wins, he may perform the skirmish stunt(s). Master: You get the most of you weapon’s design features. If wielding a military fork or two-handed spear, you can perform the pierce armor stunt for 1 SP instead of the usual 2. If wielding a glaive or halberd, you can perform the knock prone stunt for 1 SP instead of the usual 2. In addition, mounted combatants do not gain the +1 bonus for fighting against an opponent on foot when attacking you. Runecrafting Classes: Mage, Rogue (dwarf only), Warrior (dwarf only). Requirements: You must have Magic 4 or higher and the Magic (Enchantment) focus. You are a trained enchanter, able to inscribe runes onto armor and weapons. Novice: You can inscribe a novice rune onto a suit of armor or a weapon. A novice rune takes 2 hours to inscribe. You can do it faster with a successful TN 13 Magic (Enchantment) test. Each degree of success reduces the time by 15 minutes. If your Dragon Die result was a 3, for example, you’d do it 45 minutes faster. Journeyman: You can inscribe a journeyman rune onto a suit of armor or a weapon. A journeyman rune takes 3 hours to inscribe. You can do it faster with a successful TN 15 Magic (Enchantment) test. Each degree of success reduces the time by 15 minutes. Master: You can inscribe a master rune onto a suit of armor or a weapon. A master rune takes 4 hours to inscribe. You can do it faster with a successful TN 17 Magic (Enchantment) test. Each degree of success reduces the time by 15 minutes. New Specializations Chevalier Warrior Specialization [Background] Chevalier Talent Class: Warrior. Requirements: You must have Strength and Dexterity 3 or higher and Mounted Combat Style (Journeyman). You are the elite of Orlais. Novice: You learn the Lances Weapon Group. You also learn to unnerve your enemies with wellchosen insults. You can perform the taunt stunt for 1 SP instead of the usual 2. You may substitute Communication (Etiquette) for Communication (Deception) when making the stunt’s opposed test at your option. This represents the Orlesian art of being polite and insulting at the same time. Journeyman: Your lance hits with the strength of a golem. When making a mounted charge, you can add 1d6 to your damage if you are wielding a weapon from the Lances Group. If wielding any other melee weapon, you inflict +1 damage instead. Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Master: You get the most from your steed. While mounted, you can use run as a minor action and you add +1 to your Defense. Force Mage Mage Specialization [Background] Force Mage Talent Class: Mage. Requirements: You must have Magic and Willpower 3 or higher. You are adept at manipulating the raw power of magic. Novice: You learn the Force Mage spell fist of the maker. Journeyman: You learn the Force Mage spell telekinetic burst. Master: You mastery of force magic makes you unshakable. When an opponent uses the skirmish or knock prone stunts on you, you can negate the effect by spending mana points (1 per use of skirmish and 2 for knock prone). Guardian Warrior Specialization [Background] Guardian Talent Class: Warrior. Requirements: You must have Constitution and Dexterity 3 or higher and Weapon and Shield Style (Journeyman). You know how to protect others. Novice: You can protect an ally with the tactical use of your shield and body. Choose an ally and enter Guardian mode with an activate action. When this ally is adjacent to you, he gains a +2 to his Armor Rating. However, each time your ally takes damage, you take 2 points of penetrating damage. You can choose to protect a different ally with a free action. You can leave Guardian mode with a free action. Journeyman: Once you plant yourself, you cannot be moved. While in Guardian mode, the skirmish and knock prone stunts have no effect on you. Master: Those who attack your charge suffer the consequences. When you are in Guardian mode and an opponent successfully hits your protected ally, you can immediately attack that opponent (moving up to 2 yards to get adjacent if necessary) as a free action. You may only do this once per round. After the attack, the normal initiative order resumes. This retaliation does not count as your turn. Keeper Mage Specialization [Background] Keeper Talent Class: Mage. Requirements: You must be an elf and have Cunning and Magic 3 or higher. Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. You have learned the ancient secrets of elven magic. Novice: You learn the Keeper spell wrath of the elvhen. Journeyman: You learn the Keeper spell ensnare. Master: You can tap into the natural cycle of death and rebirth. When you kill an enemy with wrath of the elvhen, you get back 1d6 Health if you are wounded. If you are already at full Health, you gain no benefit. Marksman Rogue Specialization [Background] Marksman Talent Class: Rogue. Requirements: You must have Dexterity and Perception 3 or higher and either Archery Style (Journeyman) or Thrown Weapon Style (Journeyman). You are an expert shot. Novice: Your missile attacks are so powerful they can fling opponents back and knock them off their feet. You can perform the knockdown stunt for 1 SP instead of the usual 2 when making ranged attacks. Additionally, you may push the target straight back 2 yards before applying the knockdown (this is similar to the skirmish stunt but more limited). Journeyman: You can unleash a storm of missiles on your opponents. You can perform the volley stunt for 5 SP. This allows you to make two more ranged attacks, at the same target or others within 10 yards and in sight. You must have a loaded missile weapon to make a ranged attack, so use of up to two rapid reload stunts may be required to use volley. If you roll doubles on either of these attack rolls, you do not gain any more stunt points. Master: You can find the vulnerable spot on any opponent. When you perform the pierce armor stunt with a ranged attack, your damage is penetrating. (That stunt normally halves your opponent’s Armor Rating, but penetrating damage allows you to ignore it altogether.) Ranger Rogue Specialization [Background] Ranger Talent Class: Rogue. Requirements: You must have Communication and Perception 3 or higher, and the Communication (Animal Handling) focus. You can use your knowledge of the natural world to your advantage. Novice: You can lure nearby animals to your location and make them fight for you. You start by making a Communication (Animal Handling) test, which takes 2d6 minutes. The base TN is 13 but the GM may adjust it based on the area you’ve chosen and the orneriness of the animals. For each degree of success, you reduce the time the test takes by 1 minute. If the test is successful, you attract an animal and can control it during the next combat encounter. When it’s over or after a half hour has elapsed, the animal wanders away. As a novice, you can lure common animals like dogs, wolves, and birds of prey (you can use falcon stats for these). The GM has final say over what sorts of animals you can lure with this talent. Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Journeyman: Your time in the wild has honed your ambuscade skills. When you attack an opponent who has been surprised, you inflict +2 damage. Master: You can now lure larger animals like black bears, brontos, halla, and even giant spiders. Shadow Rogue Specialization [Background] Shadow Talent Class: Rogue. Requirements: You must have Dexterity 4 or higher and the following Dexterity focuses: Legerdemain and Stealth. You live in the shadows. Novice: You are a master of stealth. With an activate action, you can enter Shadow mode and gain the following benefits. You gain a +1 bonus on Dexterity (Stealth) and Dexterity (Legerdemain) tests. Opponents also find it difficult to land telling blows against you. They suffer a -1 penalty on damage rolls when making melee or ranged attacks against you. You can leave Shadow mode with a free action. Journeyman: You can confuse and misdirect opponents so they attack imaginary enemies. While in Shadow mode, you can perform the decoy combat stunt for 2 SP. Make a Dexterity (Stealth) test and note the test result. Until your next turn, anyone that attempts to target you with a ranged or melee attack must beat your test result with a Perception (Seeing) test. Those that fail still make the attack (thus using an action) but miss automatically. Master: You know how to choose the perfect moment to strike. When you backstab an opponent in Shadow mode, you add your Cunning to your damage. Shapeshifter Mage Specialization [Background] Shapeshifter Talent Class: Mage. Requirements: You must have Constitution and Magic 3 or higher. You can transform into the shape of other creatures. Novice: You learn the Shapeshifter spell small animal form. While you’ve taken on a creature’s form with a Shapeshifter spell, the following general rules apply. You cannot speak or cast spells. Spells you cast before the transformation remain in effect as normal, and you can pay mana when required to keep them going. You retain your Cunning and Magic abilities and your Health, but the rest of your stats are determined by the Shapeshifter spell you use. Journeyman: You learn the Shapeshifter spell large animal form. Master: You learn the Shapeshifter spell monster form. Spirit Warrior Warrior Specialization [Background] Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Spirit Warrior Talent Class: Warrior. Requirements: You must have Magic and Willpower 3 or higher. You can harness the power of the Fade. Novice: You can wreathe yourself in mystical energy. With an activate action, you can enter Spirit Warrior mode. This grants you a +1 bonus to Defense and a +1 bonus on Magic tests to resist spells and other magical attacks. You can end Spirit Warrior mode with a free action. Journeyman: You can channel energy from the Fade into your weapons. While in Spirit Warrior mode, your melee and ranged attacks count as magical. This allows them to inflict full damage to Incorporeal creatures like shades. They also inflict bonus damage equal to your Willpower on demons and other creatures of the Fade. Master: You can overload your body with the power of the Fade and then release it violently. While in Spirit Warrior mode, you can perform the Fade burst stunt for 4 SP. A coruscating wave of energy causes 1d6 penetrating damage to all enemies within 4 yards of you. Demons and other creatures of the Fade take 1d6 + your Willpower penetrating damage instead. PG4: EQUIPMENT [text] New Weapons [background] Lances Group Weapon Damage Min. Str. Cost Heavy Lance 2d6+1 3 20 sp Jousting Lance 1d6+1 0 6 sp Light Lance 1d6+3 1 12 sp Note: Lance weapons are meant to be used while mounted. When used on foot, they count as improvised weapons. Heavy Lance: This is a long spear used couched under the arm of a horseman. Jousting Lance: Also known as a tourney lance, this weapon lacks the sharp metal tips of other lances. It is meant for completion instead of battle. Once you make a successful attack with a jousting lance, it splinters and is destroyed. Light Lance: Similar to the heavy lance, but it can be used overhand or underarm. Polearm Group Weapon Damage Min. Str. Cost Glaive 2d6+1 1 23 sp Halberd 2d6+3 3 25 sp Military Fork 2d6 2 20 sp Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Note: All polearms are two-handed weapons. Glaive: A glaive is a pole weapon with a long curved blade on the business end. Halberd: This weapon features an axe head and spike mounted at the end of a long pole. Military Fork: Descended from the farmer’s pitchfork, the military version is designed to punch through armor. Runes Runes are magical inscriptions of lyrium that can enchant armor and weapons with various effects. Skilled dwarven craftsmen and some mages, particularly the Tranquil, know the secrets of runecraft. They inscribe the runes onto blank pieces of stone (unsurprisingly called runestones) and this is how they are commonly found. The runestone itself has no inherent power, but an enchanter can take it and transfer the rune onto weapons or armor. This activates the enchantment. Not every weapon or suit of armor can be enchanted. The process usually requires the use of special materials, such as red steel and dragonbone. When magic items are described, they may have one to three rune slots. Each one of these slots can be inscribed with one rune of the appropriate type (armor runes for armor and weapon runes for weapons). Items cannot have more than one of the same type of rune. You cannot put two runes of defense on a suit of armor, for example, though you could put on one rune of defense and one rune of fortune. An item without a rune slot cannot be enchanted. Once an item has been enchanted, the rune(s) effects are permanent. A new rune can be inscribed on a slot already in use, but this destroys the rune that was there. In this way PCs can upgrade their items with different or more powerful runes, but there is a cost. Example: Locke, the city elf rogue, breaks into a noble’s mansion and steals a magical dagger with two rune slots. She has previously acquired several runes, so she takes the dagger to be enchanted with a novice rune of cold iron and journeyman rune of slowness. She later acquires a master rune of elements (fire) and wants to put that on the dagger. Since the two slots are full, she can only do so by destroying one of existing runes. She chooses to lose the rune of cold iron and replace it with the rune of elements (fire). Only characters with the Runecrafting talent (see Chapter 3: Focuses, Specializations, and Talents) can use runes to enchant armor and weapons. Armor Runes The five most common types of armor runes are defense, fortune, protection, valiance, and warding. Armor with one or more rune slots can be enchanted with them. Rune of Defense A rune of defense makes you harder to hit in combat. Novice: You gain a +1 bonus to your Defense. Journeyman: You gain a +2 bonus to your Defense. Master: You gain a +3 bonus to your Defense. Rune of Fortune Fortune favors the wearer of this rune. Novice: Once per encounter, you can take a +2 bonus on any one dice roll (ability test, damage roll, etc.). You can decide to use the bonus after the dice are rolled. Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Journeyman: As novice, but the bonus is +4. Master: As novice, but the bonus is +6. Rune of Protection Armor and shields enhanced with this rune are more resilient. Novice: You gain a +1 bonus to your Armor Rating. Journeyman: You gain a +2 bonus to your Armor Rating. Master: You gain a +3 bonus to your Armor Rating. Rune of Valiance This rune fills you with courage. Novice: You receive a +1 bonus on Willpower tests. Journeyman: You receive a +2 bonus on Willpower tests. Master: You receive a +3 bonus on Willpower tests. Rune of Warding You gain resistance to one school of magic (Blood, Creation, Entropy, Primal, or Spirit). A rune of warding (Primal), for example, will aid your tests vs. Primal spells but not those of other schools. Novice: You receive a +1 bonus on tests to resist spells from the specified school of magic. Journeyman: You receive a +2 bonus on tests to resist spells from the specified school of magic. Master: You receive a +3 bonus on tests to resist spells from the specified school of magic. Weapon Runes The seven most common types of weapon runes are cold iron, devastation, elements, paralyzation, silverite, slowness, and striking. Weapons with one or more rune slots can be enchanted with them. Rune of Cold Iron A weapon with a cold iron rune is a bane to the undead. Novice: This weapon inflicts +1 damage on possessed corpses (skeletons, devouring corpses, etc.). Journeyman: As novice, but the damage is +3. Master: As novice, but the damage is +5. Rune of Devastation This rune turns your weapon into a dealer of death. Novice: When wielding this weapon, you gain a +1 bonus when generating stunt points. However, the bonus stunt point can only be spent on mighty blow and lethal blow. Journeyman: When wielding this weapon, you gain a +2 bonus when generating stunt points. However, the bonus stunt point can only be spent on mighty blow and lethal blow. Master: When wielding this weapon, you gain a +3 bonus when generating stunt points. However, the bonus stunt point can only be spent on mighty blow and lethal blow. Dragon Age RPG Set 3 Open Playtest Document. Copyright 2011 Green Ronin Publishing, LLC. All rights reserved. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Rune of Elements There are several different types of this rune (fire, frost, lightning, nature, and spirit), but all have the same basic game effect (using the element to add damage to the attack). With the GM’s permission, you can use an enchanted weapon to achieve appropriate minor effects. You might use weapon with a rune of elements (fire) to light a torch, for example. Novice: This weapon inflicts +1 damage. Journeyman: This weapon inflicts +2 damage. Master: This weapon inflicts +3 damage. Rune of Paralyzation A weapon enchanted with this rune can take an opponent out of a fight and is much feared for that reason. Novice: When wielding this weapon, you can perform the paralyze stunt for 6 SP. The target of your attack must make a successful TN 13 Constitution (Stamina) test or become paralyzed. A paralyzed character cannot move at all for the rest of the encounter, loses his Dexterity from Defense, and can take no actions, but is not subject to a coup de grace unless otherwise unconscious or dying. At the start of his turn on each subsequent round, the paralyzed character can make another test to end the effect of the rune. Journeyman: As the novice rune but the stunt only costs 5 SP and the TN of the Constitution (Stamina) test is 15. Master: As the novice rune but the stunt only costs 4 SP and the TN of the Constitution (Stamina) test is 17. Rune of Silverite A weapon with a cold iron rune is a bane to darkspawn. Novice: This weapon inflicts +1 damage on darkspawn (gunlocks, hurlocks, ogres, etc.). Journeyman: As novice, but the damage is +3. Master: As novice, but the damage is +5. Rune of Slowness This rune can slow an enemy to a crawl. Novice: When wielding this weapon, you can perform the slow stunt for 4 SP. The target of your attack must make a successful TN 13 Magic (Spirit) test or become slowed. A paralyzed character suffers a -1 penalty on attack and casting rolls and a -4 penalty on Speed. At the start of his turn on each subsequent round, the slowed character can make another test to end the effect of the rune. Journeyman: As the novice rune but the TN of the Magic (Spirit) test is 15

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