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ability tests making attacks


Ability Test Result = 3d6 + Attack Roll ≥ Defense = Hit
Ability + Focus (if applicable)
Defense = 10 + Dexterity + Shield Bonus (if applicable)
ability focuses basic test difficulty
attack roll modifiers
Test Difficulty Target Number
Communication Focuses: Animal Handling, Bargaining, Modifier Circumstance
Routine 7
Deception, Disguise, Etiquette, Gambling, Investigation, Defender in heavy cover, such as a building or
Easy 9 –3
Leadership, Performance, Persuasion, Seduction stone wall. Melee attacker in heavy snow.
Constitution Focuses: Drinking, Rowing, Running, Stamina, Average 11 Defender in light cover, such as a hedge or the
Swimming Challenging 13 woods. Melee attacker in the mud. Ranged
–2
Cunning Focuses: Arcane Lore, Brewing, Cartography, attack vs. defender engaged in melee combat.
Hard 15 Combat at night.
Cryptography, Cultural Lore, Enchantment, Engineering,
Evaluation, Healing, Heraldry, Historical Lore, Military Formidable 17 Rain, mist, or smoke obscures the defender.
–1
Lore, Musical Lore, Natural Lore, Navigation, Poison Imposing 19 Combat in low light conditions.
Lore, Qun, Research, Religious Lore, Writing
Nigh Impossible 21 0 Normal circumstances.
Dexterity Focuses: Acrobatics, Bows, Brawling, Calligraphy,
Attacker is on higher ground. Defender is
Crafting, Dueling, Grenade, Initiative, Legerdemain, Light
advanced tests +1 prone. Melee attacker and allies outnumber
Blades, Lock Picking, Riding, Staves, Stealth, Traps
defender 2 to 1.
Magic Focuses: Arcane Lance, Blood, Creation, Entropy, Task Difficulty Success Threshold
Melee attacker and allies outnumber defender
Primal, Spirit Easy 5 +2
3 to 1. Defender is drunk.
Perception Focuses: Empathy, Detect Darkspawn, Hearing, Average 10 +3 Defender is unaware of the attack.
Searching, Seeing, Smelling, Tracking
Challenging 15
Strength Focuses: Axes, Bludgeons, Climbing, Driving, hazard category
Hard 20
Heavy Blades, Intimidation, Jumping, Lances, Might,
Polearms, Smithing, Spears Formidable 25 Category Damage

Willpower Focuses: Courage, Faith, Morale, Self-Discipline Minor Hazard 1d6


spellcasting Moderate Hazard 2d6
Major Hazard 3d6
things to remember about ability tests Casting Roll = 3d6 + Intelligence +
Arcana Focus (if applicable) Arduous Hazard 4d6
• Only one focus can apply to a test.
Spellpower = 10 + Willpower + Harrowing Hazard 5d6
• Leave the dice on the table after a roll because the
result of the Dragon Die may be important. Arcana Focus (if applicable) Murderous Hazard 6d6

• The Dragon Die only counts for successful tests. things to remember about hazards
• In Opposed Tests, ties are broken by the higher
casting in armor
Dragon Die, or by the higher ability if the Dragon Armor Worn S train • They may sometimes be avoided with appropriate
Dice are tied. ability tests.
Light Leather 1
• For basic tests, assess the situation and assign a • Determine damage using the Hazard Category table.
Heavy Leather 2
difficulty. • Ability tests may allow characters to mitigate
Light Mail 3 the damage. A successful test usually means half
• For opposed tests, circumstances can be
represented with bonuses and penalties of 1-3. Heavy Mail 4 damage (rounded down).
• Advanced tests use a success threshold to measure Light Plate 5 • Some hazards have special effects.
completion over time. Don’t overuse them! Heavy Plate 6 • Some hazards are one-offs, but others reoccur.
Basic spell stunts minor actions
SP Cost Spell Stunt activate guard up press the
1-3
Puissant Casting: Increase the Spellpower of your aim move attack
spell by 1 per stunt point spent, to a maximum of 3. circle prepare ready
Skillful Casting: Reduce the mana cost of the
major actions fly stand firm
2
spell by 1. This can reduce the mana cost to 0. all-out attack dive melee attack
Mighty Spell: If the spell does damage, one target charge fly high ranged attack variable actions
2
of the spell of your choice takes an extra d6 damage. defend heal run cast reload
Mana Shield: You use the residual mana of the
spell casting to set up a temporary protective combat stunts
3
shield. You gain a +2 bonus to Defense until the
beginning of your next turn. SP Cost Stunt
Fast Casting: After you resolve this spell, you can 1+ Skirmish: You can move yourself or the target of your attack 2 yards in any direction for each 1 SP you spend.
immediately cast another spell. The second spell 1 Rapid Reload: You can immediately reload a missile weapon.
4 must have a casting time of a major action or a Stay Aware: You take a moment to make sure you’re mindful of everything that’s happening around you. Make a TN
minor action. If you roll doubles on this casting roll, 11 Perception test with the focus of your choice. If you succeed, the GM may either make you aware of some battlefield
you do not get any more stunt points. 1 situation that has so far escaped your notice, or give you a +1 bonus to the next test you make. This bonus can never
Imposing Spell: The effect of the spell is much stack with any other test bonus other than from a focus, must be used on the very next test you make (even if you’re the
more dramatic than usual. Until the beginning of defender in an opposed test), and expires at the end of your next turn even if you haven’t used it by then.
your next turn, anyone attempting to make a melee Knock Prone: You knock your enemy prone. Any character making a melee attack against a prone foe gains +1
4 attack against you must make a successful Will- 2
bonus on the attack roll. Prone characters cannot Run and must use a Move action to stand up.
power (Courage) test. The target number (TN) is
Defensive Stance: Your attack sets you up for defense. You gain a +2 bonus to Defense until the beginning of your
10 + your Magic ability. Those who fail must take 2
next turn.
a move or defend action instead.
Disarm: You attempt to disarm the target with your melee attack. You and your opponent must make an opposed
2 attack roll. These attack rolls do not generate stunt points. If you win the test, you knock your enemy’s weapon 1d6 +
Dying Strength yards away in a direction you nominate.
2 Mighty Blow: You inflict an extra 1d6 damage on your attack.
When a Player Character’s Health reaches 0, they are dying. They
2 Pierce Armor: You find a chink in your enemy’s armor. Their armor rating is halved (rounded down) vs. this attack.
will die after a number of rounds equal to 2 + Constitution
unless they receive healing. A dying character can talk but cannot Taunt: You insult or distract one opponent of your choice within 10 yards of you. You must make an opposed test
take any other actions. The character dies at the start of their turn 2 of your Communication (Deception) vs. the target’s Willpower (Self-Discipline). If you win, the target suffers a –1
on the final round, so their allies have until then to save them. penalty on attack rolls and casting rolls on their next turn.
Most NPCs simply die when their Health reaches 0. The GM may Threaten: You strike a threatening pose, challenging an opponent of your choice within 10 yards of you. You must
apply the PC rules to major NPCs at their option, however. 2 make an opposed test of your Strength (Intimidate) vs. the target’s Willpower (Self-Discipline). If you win, they
must attack you in some way (melee, missile, spell, etc.) on their next turn.
Healing Lightning Attack: You can make a second attack against the same enemy or a different one within range and sight.
3 You must have a loaded missile weapon to make a ranged attack. If you roll doubles on this attack roll, you do not
• One character can aid another with a heal action. A target get any more stunt points.
can’t benefit from another heal action until they take more Set Up: You create an opening an ally can exploit. Pick an ally you can perceive. On their next turn, that ally receives
damage; there is only so much benefit to be gained from 3 a +2 bonus on the ability test of their choice. The ally must chose which ability test to use this bonus on before they
first aid. roll the dice for it.
• A 5-minute rest (called a breather) restores 5 + Constitution + Dual Strike: Your attack is so strong it affects two targets. First, pick a secondary target. They must be adjacent to you
Level in Health. A Player Character can only take one breather if you are using a melee weapon or within 6 yards of your primary target if you are using a missile weapon. Apply the
after an encounter. If the PC was at 0 Health when the combat 4
test result of your original attack roll to the secondary target (in other words, you only make one attack roll and apply it
encounter ended, they cannot take a breather at all. to both opponents). If you hit the secondary target, inflict your normal damage on them.
• Six hours of restful sleep restores 10 + Constitution + Level Seize the Initiative: Your attack changes the tempo of the battle. You move to the top of the initiative order. This
in Health. 4 means you may get to take another turn before some of the combatants get to act again. You remain at the top of the
• Characters can receive magical healing. This is most order until someone else seizes the initiative.
commonly the mage spell heal. 5 Lethal Blow: You inflict an extra 2d6 damage on your attack.
missile weapon ranges weapons
Short Long Weapon Damage Min. Str. Cost Weapon Damage Min. Str. Cost
Weapon Reload
Range Range
Axes Group (Fighting) Dueling Group (Dexterity)
Crossbow 30 yards 60 yards Major Action
Long Bow 26 yards 52 yards Minor Action Battle Axe 2d6 1 14 sp Main Gauche 1d6+1 – 11 sp

Short Bow 16 yards 32 yards Minor Action Throwing Axe 1d6+2 1 10 sp Rapier 1d6+3 0 18 sp

Throwing Axe 4 yards 8 yards Minor Action Two-handed Axe 3d6 3 20 sp Spiked Buckler 1d6 –1 15 sp

Throwing Knife 6 yards 12 yards Minor Action Bludgeons Group (Strength) Heavy Blades Group (Strength)

Throwing Spear 8 yards 16 yards Minor Action Mace 2d6 1 12 sp Bastard Sword 2d6+1 2 20 sp
Maul 1d6+3 1 14 sp Longsword 2d6 1 18 sp
Armor Two-handed Maul 2d6+3 3 19 sp Two-handed Sword 3d6 3 23 sp
Armor Armor
Armor Cost Bows Group ( Dexterity)* Lances Group (Strength)
Rating Penalty
Light Leather 3 0 15 sp Crossbow 2d6+1 1 20 sp Heavy Lance 2d6+1 3 20 sp
Heavy Leather 4 –1 30 sp Short Bow 1d6+1 –1 9 sp Jousting Lance 1d6+1 0 6 sp
Light Mail 5 –2 50 sp Long Bow 1d6+3 1 15 sp Light Lance 1d6+3 1 12 sp
Heavy Mail 7 –3 75 sp Brawling Group (Dexterity) Light Blades Group (Dexterity)
Light Plate 8 –4 100 sp Fist 1d3 - - Dagger 1d6+1 - 9 sp
Heavy Plate 10 –5 150 sp Gauntlet 1d3+1 - 4 sp Shortsword 1d6+2 –1 14 sp
Light Leather Duster 3 0 15 sp Improvised Weapon 1d6–1 - - Throwing Knife 1d6 - 10 sp
Tailored Leather Duster 4 0 +45 sp
Polearms Group (Strength)
Lining with +1 to Dexterity +25 sp treasure category
Concealed Pockets (Legerdemain) tests Glaive 2d6+1 1 23 sp
Category Value
Halberd 2d6+3 3 25 sp
Trifling Treasure 1d6 silver pieces
Shields Military Fork 2d6 2 18 sp
Shield Shield Bonus Cost Paltry Treasure 3d6 silver pieces
Spears Group (Strength)
Light Shield +1 15 sp Middling Treasure 2d6 x 10 silver pieces
Substantial Treasure 2d6 x 100 silver pieces Spear 1d6+3 0 12 sp
Medium Shield +2 30 sp
Abundant Treasure 4d6 x 100 silver pieces Throwing Spear 1d6+3 0 12 sp
Heavy Shield +3 60 sp
Lavish Treasure 6d6 x 100 silver pieces Two-handed Spear 2d6 1 20 sp
grenades Staves Group (Dexterity)
Gear Damage Effect Cost experience point rewards
Club 1d6 - 1 sp
Degrade Armor Encounter Reward
Acid Flask 3d6 40 sp / 2 gp Morningstar 1d6+3 1 11 sp
Rating Routine 0 XP
Fire Bomb 3d6 Ignite flammables 40 sp / 2 gp Quarterstaff 1d6+1 - 3 sp
Easy 100 XP
Freeze Bomb 3d6 –4 Speed 40 sp / 2 gp *Weapons from the Bows Group add
Average 250 XP Perception instead of Strength to damage.
Penetrating to
Shock Bomb 2d6 40 sp / 2 gp
metal armor Hard 400 XP
Dragon Age Game Master’s Kit, Revised is © 2016 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright
holders of that material.© 2016 Electronic Arts Inc. EA and EA logo are trademarks of Electronic Arts Inc. BioWare, BioWare logo, and Dragon Age are trademarks of EA International (Studio and Publishing) Ltd.
All other trademarks are the property of their respective owners. Green Ronin, Adventure Game Engine, and their associated logos are trademarks of Green Ronin Publishing.

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