Civilians

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P ART 4 THE POPULACE NPC S , T ALENTS AND S PELLS ...

description

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Transcript of Civilians

Page 1: Civilians

Part 4

THE POPULACE

NPCs, taleNts aNd sPells...

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New taleNts

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New taleNts

The following are new or modified talents for Players and NPCs that represent social aspects of play and other concepts. As a merchant is unlikely to be a practiced fighter, they will more likely have a silver tongue and capacity to sway opinion. Although some of these are ostensibly NPC talents, players may take them if the GM allows.

Classes: Mage, Rogue and WarriorRequiRement: You must have Communication 3 or higher.

ANIMAL COMPANION

You have formed a close bond with a specific animal. This creature becomes your brother in all but blood, staying by your side out of a sense of loyalty and affection rather than ingrained training.

noviCe: You may take a single (Ordinary Rank) animal companion from those available (see Volume 2 Bestiary), subject to GM approval. You may have more ‘pet’ animals using the Animal Training talent but only a single animal will be your Animal Companion. The most common are Mabari, dogs, war horses, wolves and big cats but can include birds of prey, halla, wild boar, bears and so on. Your animal companion acts as another character and will fight alongside you. The player controls the animal’s actions.

If an animal companion is killed then the player may take a new one at the same level as the previous one, although this should be after a suitable grieving period and become a significant event in the character’s life. If a character refuses to take another one then they can replace the animal companion talent with another one at the same level instead.

Every time you gain a level you must choose how to spread the advances between you and your companion. If you wish you may give your companion any or all of your health, attribute and focus advances at every level, representing the training and nurturing you have invested in your companion over yourself. Companion animals have Warrior Primary and Secondary Attributes.

Your companion receives one of the following abilities chosen at this level:

Through physical intimidation or a dreadful howl your companion can cow even the strongest foe. Enemies attacking your companion must take a Willpower (Courage) test vs TN 13 (Fear Ghastly). Failure incurs a -2 penalty to tests against your companion for the rest of the encounter.

Your companion’s resilience is above average. They increase their natural armour rating by +2.

JouRneyman: Your companion receives one of the following abilities at this level or one of those in the previous level.

Using bull strength or lightning agility your companion can bring their target to the ground. On the turn they charge your companion automatically knocks down their target. If they subsequently use the knock down stunt then the bonus is increased to +2.

Your companion is now a seasoned fighter. They increase their Health by +10.

masteR: Your companion receives one of the following abilities at this level or one of those in the previous levels.

Deadly blows rain down on your enemies as your companion crushes and tears them apart. Any attack made by your companion automatically pierces armour in addition to any stunts it generates. If it uses the pierce armour stunt as well then the blow becomes penetrating instead.

Your companion knows just when to push the attack. If your companion’s target is prone they must take a Strength (Might) or Dexterity (Acrobatics) test (depending on the type of animal) vs your companion‘s to get back up again. If they fail they stay prone and may only use their fists and a light shield to protect themselves. Your companion inflicts an additional +3 Damage whilst their target is prone.

Classes: MageRequiRement: You must have the Blood Mage Specialisation.

BLOOD PRIEST

You draw on demonic energy more directly, flirting with possession in order to gain greater power.

noviCe: As an Activate Action you can draw power from a demon. You gain +1 Strength and Dexterity and 1 free point of mana every round. Your demonic power gives you an unnatural aura.

JouRneyman: The power you draw manifests more directly, imbuing you with a fearsome aspect and insidious aura. When Activating this talent you gain Fear (11) and Aura of Fire, Aura of Craving or Aura of Distraction (see Volume 2: Bestiary).

masteR: Your path has taken you to the edge of the abyss. It takes all of your self control not to hurl yourself over. You are an Abomination in all but name. Once you perform the Activate action you gain all the special rules associated with the demon powering you. See Volume 2: Bestiary - this includes the Demonic special rule, Natural Armour, summoning minions, shapeshifting, etc.

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New taleNts

When it comes time to turn off the Talent you must make an Opposed test pitting your Willpower (Self Discipline) vs the chosen Demon’s. If you succeed you manage to fend off the demon for now. If you fail, record the Dragon Die result. The next time you take this test the Demon adds this to their test. Each successive failure adds to this, so that eventually you will not be able to force the Demon out. You will be lost, leaving nothing but the demon...

Classes: Mage, Rogue and WarriorRequiRement: You must have the Communication (Performance) focus or the Cunning (Musical Lore) focus and Communication 3 or higher.

MUSIC

You have a natural talent for music.

noviCe: You know how to play an instrument, sing, and write and read music. You have learnt one ancient song to inspire your comrades.

JouRneyman: Your musical journey continues as you learn to play more instruments. You know how to play a total number of instruments equal to your Communication. You learn an additional song.

masteR: You are a true virtuoso. You can play all the instruments common to Thedas. If you come across a more exotic instrument, you can learn to play it with 1d6 weeks of practice. NPCs start out with a positive disposition towards you due to your fame and skill, regardless of your background.

Classes: Mage, Rogue and WarriorRequiRement: You must have Communication 3 or higher.

SILVER TONGUE

You know what to say, when to say it and how.

noviCe: You can convince others of your position with a flourish and well placed word. You receive +2 to Communication tests when debating with others.

JouRneyman: Your famed ability at rhetoric means many will stop to listen. If you wish you may choose to drag others into your discussion even if they weren’t the initial target of it. Anyone within a radius equal to your Communication x10 yards will stop to listen to what you have to say for a number of rounds equal to your Communication value. If you score stunts during this time then they will move in closer to hear you. If not they will lose interest and leave unless you specifically try to talk to them.

masteR: Your way with crowds gives you the ability to use any Roleplaying stunt for 1 point less than normal. Bon Mot may be used at your discretion in any roleplaying encounter, although you don’t have to use it.

Classes: Mage, Rogue and WarriorRequiRement: You must have Perception 3 or higher.

STREETWISE

Your contacts and experience on the streets enable you to avoid or escape their dangers.

noviCe: You know how to deal with the seedier parts of town. You gain a +2 bonus to any tests interacting with the underbelly of a town, from beggars to whores and gangs. This includes turning them into Contacts.

JouRneyman: You are aware of or know how to find secret bolt holes, smuggling tunnels, gambling dens etc. You can pry these details from the aforementioned underbelly with a successful test, the type and TN of which are up to the GM. Without this Talent it would either be impossible and/or very dangerous (resulting in a shiv to the kidneys or ambush) to uncover these secret locations.

masteR: Whilst in urban environments you are supremely confident and capable. You can use any exploration stunt for 1 point less than normal when in an urban context. You may always choose to be in an advantageous position.

Classes: Mage, Rogue and WarriorRequiRement: You must possess the appropriate Focus.

ARTISAN

You can make exquisite goods.

noviCe: Choose a single area of expertise: Smithing, Crafting, Brewing, Masonry, Carpentry You are skilled in this area and can create Average quality items (TN and Success Threshold set by the GM see later for suggestions). In the same time you can make 2 Poor Quality or 4 Crude Quality items.

JouRneyman: Your skills have improved and now you can create Superior Quality items. Halve success Thresholds for Average Quality items. You can work with +1 and +2 materials (see materials).

masteR: You are a Master of your Craft and can now make Magnificent Quality items. Halve success thresholds for Superior Quality items and gain +2 to the construction of Average Quality items (you gain no bonus to Poor or Crude items because they are beneath you). You can work with +3 and +4 materials.

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NPC CreatioN

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NPC CreatioNAlthough the lands of Thedas are teeming with beasts fair and foul, it is the machinations of man, elf and dwarf that adventurers will most often come up against. Whether it be the illegal dealings of slave traders, simple bandits or the Templars of the Chantry, there are a myriad of civilised adversaries standing between you and your goals.

The following works like the Bestiary in Volume 2, albeit of men and other sentient races. As in the Bestiary each NPC is defined by different features like Class, Race and affiliation. These differences are reflected in the following rules. All NPC statistics are calculated using the following rules, if a discrepancy appears and no special rule covers it then it will be a typo.

The rules should be straightforward enough to figure out what the correct values should be.

IMPORTANT NOTE: These are just guidelines. Everything in here was calculated comparatively to retain consistency. However you should not feel required to slavishly follow all the conventions written here.

startiNg attributes

For simplicity we assume that every NPC starts with the same set of Attributes, although where the numbers go will be determined by the type of NPC in question. These values are as follows:

-1, 0, 0, 0, 1, 1, 2, 2

raCial ModifiCatioNs

NPCs don’t use Backgrounds to define them, instead they are differentiated based on race. Each race provides a modification and/or special rule to the NPC’s starting Attributes. In this way NPCs with the same Class will still appear distinct. Racial modifications are as follows:

elf: +1 Dexterity or Perception and the Speed Focus (+2 to speed). Speed 10.

DwaRf: +1 Constitution or Willpower and the Fortitude Focus (+2 Encumbrance Capacity).

stalwaRt: Dwarves gain +2 to tests to resist spells but their base Speed is reduced to 8.

Human: +1 Communication or Cunning and one Focus. Speed 10.

qunaRi: +1 Strength or Constitution and one Focus. Speed 10.

CHilD of tHe qun: Qunari suffer -1 to tests to resist spells but gain +1 to Strength (Might) tests and damage rolls.

Classes aNd raNks

Each NPC in this section fits into one of four Classes: Civilian, Mage, Rogue or Warrior. As such they follow the level progression found in the PC Classes in the Dragon Age Players’ Guides and this book.

However NPCs do not level in the same way as PC adventurers. Instead they are split into four Ranks and assume that each Rank is equivalent to the 3rd PC level of that Rank. Thus a Veteran Rank Rogue NPC will possess every Class ability granted by the first 8 Levels of the Rogue Class.

NPC raNks

Rank Recommended for PC Level

Calibrated to PC Level

Ordinary 1-5 3Veteran 6-10 8Elite 11-15 13Lord 16-20 18

These are of course guidelines.

The NPCs given here often represent the Ordinary Rank, although some will be too powerful to exist at lower Ranks. Generally you shouldn’t downgrade a Rank, but increasing Ranks is not too difficult.

For leaders and special NPCs a good rule of thumb is to make them one Rank higher than their minions. Thus a group of Ordinary Brigands will be led by a Veteran Brigand (referred to as a Captain or Boss).

All equipment described here has its material listed in the entry (see Volume 1: Vault). You can further tailor these by modifying their equipment materials if you wish.

laNguages

All NPCs speak the Trade tongue and one language dependent on their homeland referred to as a ‘mother tongue’ in the NPC stat tables. Alternatively you can just give them a mother tongue and enjoy the hilarity of the players trying to mime their intentions to nervous border guards...

sPeCialisatioNs

All NPCs can take appropriate specialisations. Some will be described with them already. Only NPCs of Veteran Rank or above should be given specialisations.

orgaNisatioNs

NPCs receive none of the benefits a PC gets from joining an organisation. Their organisation is listed for completeness and to aid developing encounters.

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NPC CreatioN

CiviliaN

Not everyone in Thedas is a sword or spell wielding maniac bent on the slaughter of his foes. The majority of Thedosians are peasants, craftsmen, merchants and scholars. These civilians gain little in the way of combat experience, instead accruing extensive knowledge in their fields of interest.

This is technically a fourth class for Dragon Age, although it’s really just one of the normal classes sans class abilities. It’s here mostly to create many of the NPCs found in this section but can also be taken by players if they so wish. Being a Civilian gives you plenty of freedom to create a character around whatever concept takes your fancy as they have access to more Talent levels than any other Class. However they receive no class abilities and are restricted taking combat Talents making them less useful in a combat heavy game.

PriMary aNd seCoNdary abilities

CHoose tHRee abilities to be youR PRimaRy ones. eveRytHing else is a seConDaRy ability.

startiNg HealtH

20 + Constitution + 1D6.

weaPoN grouPs

bRawling anD one of tHe following: slings, bows, staves

restriCted taleNts

a Civilian Cannot take tHe following talents:

• aRmouR tRaining.• any magiC (PRimal, CReation etC).• two-HanDeR weaPon style

• Duel weaPon style

• swoRD anD sHielD style

ignoRe tHe Class limitations on otHeR talents.sPeCialisatioNs

Civilians Cannot take sPeCialisations: tHey take a talent level wHeneveR tHey woulD be exPeCteD to take a sPeCialisation level.

foCuses

unlike mages, Rogues oR waRRioRs, a Civilian may take a foCus twiCe fRom level 1. taking a foCus a seConD time inCReases tHe bonus to +3 (see set 3).

level 1

staRting talents: You begin as a Novice in one Talent and Journeyman in another.

staRting foCus: Start with one additional focus of your choice.

level 2

new talent/DegRee

level 3

new talent/DegRee

level 4

new weaPon gRouP: Light Blades, Slings, Bows, Staves, or Spears.

level 5

new talent/DegRee

level 6

new foCus: Gain 1 additional Focus, ignoring Level restrictions.

new talent/DegRee

level 7

new talent/DegRee

level 8

new talent/DegRee

level 9

new talent/DegRee

level 10

new talent/DegRee

level 11

new foCus: Gain 1 additional Focus, ignoring Level restrictions.

level 12

new talent/DegRee

level 13

new talent/DegRee

level 14

new weaPon gRouP: Light Blades, Bludgeons, Slings, Bows, Staves, or Spears.

level 15

new talent/DegRee

level 16

new foCus: Gain 1 additional Focus, ignoring Level restrictions.

new talent/DegRee

level 17

new talent/DegRee

level 18

new talent/DegRee

level 19

new talent/DegRee

level 20

ePiC Civilian: You gain a +1 bonus when generating Roleplaying and Exploration stunts.

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CiviliaNs

Civilians make up the majority of the Thedosian population. They are the bakers, farmers, scholars and nobles that run the day to day of civilisation. Those that choose to take up adventuring will be represented by one of the normal Classes instead.

The following table lists the various things a Civilian NPC has at each Rank.

CiviliaN raNks

Rank Talents/ Degrees

Focuses Weapon Groups

Class Abilities

Ordinary 5 3 2 -Veteran 9 9 3 -Elite 13 15 3 -Lord 17 21 4 -

Mages

Thedas has a long and tumultuous history with magic. From the ancient elves to the Tevinter Imperium magic has been central to Thedosian existence. Mages come from all walks of life, some learn under shamans in the wilds, others are taken in by the Chantry and raised in the Circle of Magi. All have access to extraordinary power and consequently extraordinary risk from the denizens of the Fade.

The following table lists the various things a Mage NPC has at each Rank.

Mage raNks

Rank Talents/ Degrees

Focuses Wpn Grps

Spells Class Abilities

Ordinary 2 3 2 4 Arcane LanceVeteran 4 8 2 7 Spell Lance,

Long LanceElite 6 13 2 10 Power Lance,

Stunt BonusLord 7 18 2 12 -

Mages are divided into four Archetypes defined by their Primary Attributes. These are as follows:

mage: Cunning, Magic, Willpower.

tRaineR: Communication, Cunning, Willpower.

fielD mage: Dexterity, Magic, Willpower.

exPeRimenteR: Constitution, Cunning, Magic.

rogues

Thieves, ne’er-do-wells, scouts, cads and plain murderous scum, Rogues ply their trade wherever there is coin to be made. Lithe and quick-witted they find their particular skills in high demand from shady merchants and even the nobility. As quick at the mouth as on their feet Rogues are often found at the centre of political intrigues and the instigator of bawdy jokes.

The following table lists the various things a Rogue NPC has at each Rank.

rogue raNks

Rank Talents/Degrees

Focuses Wpn Grps

Class Abilities

Ordinary 2 3 4 Backstab, Rogue’s Armour,

Stunt BonusVeteran 4 8 4 Bluff, Stunt

Bonus, Dirty Fighting

Elite 7 13 4 Lethality, Slippery, Stunt

BonusLord 9 18 4 Perforate,

Quickshot

Rogues are divided into four Archetypes defined by their Primary Attributes. They are as follows:

Rogue: Communication, Dexterity, Perception.

Ruffian: Communication, Dexterity, Strength.

sHaRk: Dexterity, Perception, Willpower.

sCounDRel: Communication, Perception, Cunning.

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NPC CreatioN

warriors

Walking mountains of muscle and a temperament to match, Warriors make up the mainstay of militaries across Thedas. Merchant guards, noble bodyguards and the Templars of the Chantry all represent the physical presence Warriors have and the muzzled violence just waiting to be unleashed.

The following table lists the various things a Warrior NPC has at each Rank.

warrior raNks

Rank Talents/ Degrees

Focuses Wpn Grps

Class Abilities

Ordinary 4 4 4 -Veteran 6 9 6 Stunt Bonus,

Stunt Bonus Elite 9 14 6 Expert Strike,

VeteranLord 11 19 6 Quick Strike,

Stunt Bonus

Warriors are divided into four Archetypes defined by their Primary Attributes. They are as follows:

waRRioR: Constitution, Dexterity, Strength.

leaDeR: Communication, Dexterity, Strength.

skiRmisHeR: Constitution, Dexterity, Perception.

bRute: Constitution, Strength, Willpower.

Each of the NPC Classes listed here possess three additional Archetypes represented by their Primary Attributes. These create a subtle but notable difference between NPCs generated from the same Classes.

If the GM wishes players can use these Archetypes to create their own characters, creating additional differences between characters of the same Class. Note that these Archetypes may change the capacity for characters to take some Specialisations by changing which Attributes can be increased when.

PCS AND ARCHETYPES

HealtH

NPCs receive Health in a similar manner to PCs, although they all receive the same starting amount. The following table lists the type of dice rolled to determine Health for an NPC when it Ranks up. The NPCs listed in this document all use the Average dice roll listed to work out their Health (adding fractions and then rounding down).

NPC HealtH

Levels Base Health Average1-10 10 1D6+Con 3.5+Con11-20 - Con Con

An Ordinary Rank NPC like a Bandit would thus have Con+3.5 x 3 levels plus Base 10 for being a Typical Creature. Bandits have a Con of 2 so they would receive (2+3.5) x 3 (16.5) plus Base 10 for a total Health of 26 (fractions rounded down). This is really just like creating a PC character at a higher starting level and working out their levels all at once.

To avoid gimping NPCs we assume they receive a minimum of 1 Health per level within the Rank even if they have a Con of 0 or less. ie the Bandit with -6 Con would roll 1D6+ (-6) and get 0. This would still grant 1 pt of Health.

Averages are given if GMs would rather not roll copious quantities of dice. After calculation round all fractions down.

Note: All NPC Health is calculated using their current Constitution value, effectively working on a retroactive basis. This just makes it easier to work out their Health values and will generally only change their Health by a few points at most.

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raNk iNCrease

The following entries present a wide variety of different NPC types but you may feel that they aren’t powerful enough to go up against your adventurers. The following are some simple guidelines for modifying an NPC to a higher Rank.

The table below lists how many additional Attribute points are added to the base starting Scheme for each NPC Rank. NPC Classes have a variety of Primary/Secondary Attribute schemes. Each NPC will display their specific Attribute separation in their stat table.

NPC attribute boNuses

Rank Primary Attribute

Secondary Attribute

Ordinary 1 1Veteran 4 3

Elite 6 6Lord 9 8

HealtH: Veterans add 5x Con+dice (or average). Elites add 2xCon+dice (or average) and 3xCon. Lords add 5xCon.

mana: Veterans add 5x Mag+dice (or average). Elites add 2xMag+dice (or average) and 3xMag. Lords add 5xMag.

So an NPC that starts as a Veteran and increases by two Ranks to a Lord will increase its Health by 2x Con+dice and 8xCon and so on.

To make more powerful NPCs stand out from the crowd, you can apply the following additional rules:

stunt PRowess: This NPC is a mighty individual, capable of pulling off the most amazing feats. They receive +1 to the Dragon Die when calculating the number of Stunt points generated. This can put them over 6. eg an NPC rolls 3, 3 and 4 (DD). They receive 5 SP instead of 4.

This takes the place of the PC Stunt Point bonus granted at level 11.

legenDaRy: Possessing a power beyond comprehension, such people are the stuff of legends. The NPC may treat one die as one number higher or lower to generate Stunt Points, although it doesn’t actually change the die number. eg the NPC rolls a 3, 4 and 6 (DD). It may treat the 3 as a 4 in order to generate Stunt Points. If the rolls were 1, 3 and 5 (DD) you could not produce doubles.

Generally an Elite NPC will have Stunt Prowess whilst a Lord will have Stunt Prowess AND Diabolic Splendour.

equiPment: Higher level NPCs that use equipment will generally be equipped with better quality materials. Elites will most likely use Veridium and Red Steel whilst Lords will use Silverite, Dragonbone and even more powerful materials. They may even carry magic items with runic engravings at the GM’s discretion. Perhaps long lost heirlooms of a forgotten age, fitting rewards for mighty adventurers.

There is plenty of room to fiddle with these to make it work for you and your group.

New foCuses

The following are new Focuses:

CoMMuNiCatioN foCuses

CoeRCion: Using underhanded means to force others to do what you want, even against their will.

PRovoCation: Goading others into rash action.

CoNstitutioN foCuses

foRtituDe: Heightened physical endurance enables you to carry greater loads. Increase Base Encumbrance Capacity by +2. Note Dwarves start with this Focus.

dexterity foCuses

sPeeD: Increases Base Speed by +2. Note Elves start with this Focus.

CaRPentRy: Building with wood.

PerCePtioN foCuses

tasting: Using your tasting sense.

touCHing: Using your touch sense.

streNgtH foCuses

masonRy: Building with stone.

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CiviliaNs

CiviliaNs

The majority of Thedosians are Civilians, going about their day oblivious to the encroaching darkness. Civilians are the cooks and merchants, farmers and scholars on which civilisation rests. It is they that adventurers protect on their bloody escapades, or at least that’s what they tell themselves...

advisor

Every nobleman needs an advisor. Trained in the ways of etiquette, history and conversation they provide a valued voice in a noble’s court. However their political nous and ambition can often get them into hot water with convoluted schemes and risky negotiations.

Advisors are useful contacts in a court due to their detailed knowledge of the goings on of the various lackeys, sycophants and minor nobles that plague the court. However their position of confidence with the nobility means that they can be formidable enemies.

Given their experience an advisor can be a potent demagogue, rousing their audience to action, whether in defence of some noble ideal, or simply to lynch their rivals...

adveNture Hook

The noble’s most trusted advisor wishes to bribe the players into performing an act of espionage.

ADVISOR

Rank Class RaCe

veteRan Civilian Human

abilities (foCuses) 4 CommuniCation (etiquette, PeRsuasion)

1 Constitution

4 Cunning (ReseaRCH, wRiting, HistoRiCal loRe, )

1 DexteRity (initiative)1 magiC

3 PeRCePtion (emPatHy)0 stRengtH

1 willPoweR (moRale, self DisCiPline)Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

11 46 11 1attaCks

weaPon attaCk Roll Damage

steel DaggeR +1 1D6+1favouReD stunts

tHe obJeCt of youR attention, anD anotHeR tHing.sPeCial Rules

talents: Lore (Master), Linguistics (Master), Silver Tongue (Novice), Contacts (Journeyman).

weaPon gRouPs languages

bRawling, ligHt blaDes, staves.

tRaDe, (motHeR tongue), +4 fRom linguistiCs

equiPment

Steel Dagger [1], Light clothes [1].enCumbRanCe: 2 CaPaCity: 3

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beggar

Filthy and wretched, beggars are found across Thedas. Wherever there are great populations of people there will be those unable to make their way. Without even a roof over their heads they are forced to line the streets with hands outstretched, waiting for the charity of others. There are some beggars however that have turned their occupation into an artform, using sophisticated speechcraft to tug on the heartstrings of the wealthy. Some even go so far as to hide limbs under their filthy garments in an effort to elicit more sympathy as a ‘war veteran’.

adveNture Hook

A beggar tells the players he is really a local noble on the run for his life.

CHarCoal burNer

It takes singular individuals to take up the mantle of the charcoal burner. They live their lives in a miasma of peat smoke and soot, often stained head to foot with the product of their labour. Due to the fragrant nature of their work, they almost always live away from society, often near rich sources of their livelihood. Alone in the wilderness they are often hardy if odd individuals.

adveNture Hook

The players stumble upon a charcoal burner’s hut surrounded by dozens of dead darkspawn.

BEGGAR

Rank Class RaCe

oRDinaRy Civilian Human

abilities (foCuses)

2 CommuniCation (baRgaining, DeCePtion, gambling)

1 Constitution

2 Cunning

2 DexteRity (leDgeRDemain)0 magiC

2 PeRCePtion (HeaRing)0 stRengtH

-1 willPoweR

Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

12 23 12 0attaCks

weaPon attaCk Roll Damage

elm Club +1 1D6+1 (-2)favouReD stunts

effiCient seaRCH anD sway tHe CRowD.sPeCial Rules

talents: Contacts (Novice), Thievery (Journeyman), Streetwise (Journeyman).

weaPon gRouPs languages

bRawling, staves. tRaDe, (motHeR tongue)equiPment

Elm Club [1], beggar’s rags [1].enCumbRanCe: 2 CaPaCity: 4

CHARCOAL BURNER

Rank Class RaCe

oRDinaRy Civilian Human

abilities (foCuses)1 CommuniCation

3 Constitution (stamina)1 Cunning (natuRal loRe)

1 DexteRity (CRafting)0 magiC

-1 PeRCePtion

2 stRengtH

0 willPoweR (self-DisCiPline)Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

11 29 11 1attaCks

weaPon attaCk Roll Damage

elm Club +1 1D6+2 (-2)favouReD stunts

tHat makes me wonDeR anD ResouRCes at HanD.sPeCial Rules

talents: Trap-Making (Journeyman), Scouting (Novice), Quick Reflexes (Journeman).

weaPon gRouPs languages

bRawling, staves. tRaDe, (motHeR tongue)equiPment

Elm Club [1], Traps (x3) [1], Rough Hide Leathers [3], Charcoal.enCumbRanCe: 5 CaPaCity: 6

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CiviliaNs

COACHMAN

Rank Class RaCe

oRDinaRy Civilian DwaRf

abilities (foCuses) 2 CommuniCation (animal HanDling)

2 Constitution (foRtituDe)0 Cunning

1 DexteRity (staves)-1 magiC

1 PeRCePtion

3 stRengtH (DRive)1 willPoweR

Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

9 26 11 2attaCks

weaPon attaCk Roll Damage

iRonbaRk Club +3 1D6+3 (+2)favouReD stunts

aDvantageous Positioning anD Jest.sPeCial Rules

stalwaRt

talents: Animal Training (Novice), Single Weapon Style (Journeyman), Streetwise (Journeyman).

weaPon gRouPs languages

bRawling, staves. tRaDe, (motHeR tongue)equiPment

Ironbark Club [1], Heavy Clothes [2].enCumbRanCe: 3 CaPaCity: 7 (+2)

CHIRURGEON

Rank Class RaCe

veteRan Civilian Human

abilities (foCuses) 4 CommuniCation (investigation)

1 Constitution (DRinking)

4 Cunning (ReseaRCH, wRiting, Healing, HeRb loRe)

1 DexteRity

1 magiC

3 PeRCePtion (emPatHy, seeing)0 stRengtH

1 willPoweR (moRale, self DisCiPline)Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

11 46 11 1attaCks

weaPon attaCk Roll Damage

steel DaggeR +1 1D6+1favouReD stunts

tHe obJeCt of youR attention, anD anotHeR tHing.sPeCial Rules

talents: Herbalist (Master), Chirurgy (Master), Silver Tongue (Novice), Lore (Journeyman).

weaPon gRouPs languages

bRawling, ligHt blaDes, staves.

tRaDe, (motHeR tongue)

equiPment

Steel Dagger [1], Light clothes [1].enCumbRanCe: 2 CaPaCity: 3

CHirurgeoN

Despite the prevalence of magic in Thedas, most people will never see a healing mage. Instead they rely on the skills of trained physicians to set broken bones and administer curatives for fevers. Chirurgeons rely on herbal remedies and poultices to fix the greater number of ailments they encounter. Commoners trust chirurgeons and will go to them for advice.

adveNture Hook

A chirurgeon is feared by the local people, yet they do not attempt to run them out of town.

CoaCHMaN

Travelling Thedas is not for the faint of heart. Beasts and brigands abound across the lands, more than willing to part a person with their life. But for those that can’t afford a sea voyage, travel by coach is the fastest option. Coachmen must be tough to endure the weather as they drive and resolute in the face of danger should they be waylaid. Many a time an overly confident bandit has attempted to board a coach only to suffer a crack to the skull for their troubles.

adveNture Hook

Coaches are going missing in a narrow mountain pass.

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CRAFTER

Rank Class RaCe

oRDinaRy Civilian Human

abilities (foCuses)0 CommuniCation (baRgaining)1 Constitution

3 Cunning (evaluation) 2 DexteRity (CRafting)

-1 magiC

2 PeRCePtion

1 stRengtH (DRiving)0 willPoweR

Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

12 23 12 2attaCks

weaPon attaCk Roll Damage

steel sHoRtswoRD +2 1D6+3favouReD stunts

effiCient seaRCH anD sway tHe CRowD.sPeCial Rules

talents: Artisan (choose one) (Master), Contacts (Novice), Silver Tongue (Novice).

weaPon gRouPs languages

bRawling, ligHt blaDes. tRaDe, (motHeR tongue)equiPment

Steel Shortsword [1], Spidersilk light clothes [1].enCumbRanCe: 2 CaPaCity: 4

Crafter

A good craftsman is worth his weight in silver. Their skilled hands can produce works of exquisite beauty as well as lifelong durability. Many rich merchants and nobles have their own personal crafters, ensuring they receive only the best equipment and a lifelong service. Many crafters become rich enough to set up their own shops and distribution, and the best rival even merchants in their wealth.

adveNture Hook

A wealthy crafter hires the players to protect him from threats against his life.

eNCHaNter

Anything that involves the use of lyrium is a risky business and many enchanters have been injured or gone insane as a result. The best enchanters can also craft their own runes to enchant onto weapons, or even weave magical effects into the weapons themselves.

adveNture Hook

Driven insane by lyrium an enchanter starts binding demons into the items he makes.

ENCHANTERRank Class RaCe

veteRan Civilian Human

abilities (foCuses)

1 CommuniCation (baRgaining, PeRsuasion)

4 Constitution (stamina) 4 Cunning (aRCane loRe, enCHantment) 2 DexteRity (initiative, RuneCRafting)

0 magiC

1 PeRCePtion (seeing)1 stRengtH

0 willPoweR (moRale, self-DisCiPline)Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

12 70 12 4attaCks

weaPon attaCk Roll Damage

sylvanwooD metal sHoD

staff

+2 1D6+3 (+3)

favouReD stunts

tHe obJeCt of youR attention anD ResouRCes at HanD.sPeCial Rules

talents: Runecrafting (Master), Enchantment (Master), Lore (Novice).

weaPon gRouPs languages

bRawling, staves, ligHt blaDes.

tRaDe, (motHeR tongue)

equiPment

Sylvanwood Metal Shod Staff (masteR ligHtning Rune, masteRPieCe PaRalysis Rune, JouRneyman ligHtning Rune) [2], shadowthread heavy clothes (evasion Rune, JouRneyman baRRieR Rune) [2], tools.enCumbRanCe: 4 CaPaCity: 7

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farMer

Thedas runs on the backs of its farmers. Tough and no-nonsense, farmers tirelessly tend to their fields and herds. They are no stranger to conflict and will often carry a bow to kill any predators eyeing off their animals. Even darkspawn have been ended by an enraged farmer’s arrow.

adveNture Hook

A local farmer claims to have been attacked by a strange horned beast and has the wounds to prove it.

Mabari traiNer

In Ferelden the mabari is a revered animal. Extremely intelligent, loyal and terrifyingly fierce they are perfect companions. The loyalty of a mabari is considered a sign of good character, however most are trained that way by dedicated trainers who are as loyal to the mabari as they are to them.

adveNture Hook

A mabari hunter asks the players for help in finding a puppy thief.

FARMER

Rank Class RaCe

oRDinaRy Civilian Human

abilities (foCuses)1 CommuniCation (animal HanDling)

2 Constitution (stamina)0 Cunning

1 DexteRity

-1 magiC

1 PeRCePtion (smelling) 2 stRengtH (migHt)

0 willPoweR

Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

11 26 11 0attaCks

weaPon attaCk Roll Damage

yew Club

yew bow

0

+1

1D6+2

1D6+4favouReD stunts

migHty blow anD effiCient seaRCH.sPeCial Rules

talents: Animal Training (Journeyman), Archery Style (Novice), Horsemanship (Novice), Trap-Making (Novice).

weaPon gRouPs languages

bRawling, bows. tRaDe, (motHeR tongue)equiPment

Yew Bow [2], Yew Club [1], Traps (x3) [1], Peasant clothes [1].enCumbRanCe: 5 CaPaCity: 6

MABARI TRAINER

Rank Class RaCe

veteRan Civilian Human

abilities (foCuses) 3 CommuniCation (animal HanDling)

2 Constitution (foRtituDe, stamina) 1 Cunning (natuRal loRe)

1 DexteRity (staves)-1 magiC

3 PeRCePtion (smelling, seeing)3 stRengtH (migHt)0 willPoweR (moRale)

Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

11 54 11 5attaCks

weaPon attaCk Roll Damage

iRonbaRk metal sHoD staff

veRiDium sHoRt swoRD

+3

+3

1D6+3 (+2)

1D6+2 (+1)

favouReD stunts

ligHtning attaCk anD knoCk PRone.sPeCial Rules

talents: Animal Training (Master), Single Weapon Style (Journeyman), Horsemanship (Journeyman), Animal Companion (Mabari) (Journeyman).

weaPon gRouPs languages

bRawling, staves, ligHt blaDes.

tRaDe, (motHeR tongue)

equiPment

Ironbark Metal Shod Staff [2], Veridium Short Sword [1], Mabari Crunch (x5), Hardened Studded Leathers [4].enCumbRanCe: 8 CaPaCity: 6 (+2)

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MERCHANT

Rank Class RaCe

oRDinaRy Civilian Human

abilities (foCuses)

3 CommuniCation (baRgaining, leaDeRsHiP, PeRsuasion)

0 Constitution

2 Cunning

0 DexteRity (RiDing)1 magiC

1 PeRCePtion

0 stRengtH

1 willPoweR

Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

10 20 10 0attaCks

weaPon attaCk Roll Damage

steel sHoRtswoRD -2 1D6+2favouReD stunts

tHe obJeCt of youR attention, anD anotHeR tHing.sPeCial Rules

talents: Horsemanship (Novice), Linguistics (Journeyman), Silver Tongue (Journeyman).

weaPon gRouPs languages

bRawling, staves. tRaDe, (motHeR tongue)equiPment

Steel shortsword [1], Merchant garb [1].enCumbRanCe: 2 CaPaCity: 2

MerCHaNt

As the nobility has granted more rights to those under them a new class of person has risen. These individuals are wealthy but lack breeding and fit a middle ground in Thedosian society. Merchants are the most common of these, making their money on the buying and selling of products. It is said that a good merchant can buy your pants off your backside and sell them back to you at twice the price.

adveNture Hook

Merchant caravans are being raided by people dressed as merchants.

Noble

Every society in Thedas possesses a noble class, except the Qunari. Even the Dalish possess, one, although as each clan is descended from a noble house of the Dales, they are all technically nobility.

adveNture Hook

The deeds of the players come to the attention of the local noble, who demands an audience.

NOBLE

Rank Class RaCe

elite Civilian Human

abilities (foCuses)

4 CommuniCation (etiquette, DeCePtion, PeRsuasion)

2 Constitution (DRinking)

3 Cunning (CultuRal loRe, evaluation, wRiting, HeRalDRy)

4 DexteRity (CalligRaPHy, initiative, ligHt blaDes, RiDing)

0 magiC

1 PeRCePtion (HeaRing)3 stRengtH

1 willPoweR (faitH)Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

14 71 14 4attaCks

weaPon attaCk Roll Damage

magnifiCent silveRite sHoRt

swoRD

+6 (+2) 1D6+5 (+3)

favouReD stunts

bon mot anD anD anotHeR tHing.sPeCial Rules

talents: Contacts (Journeyman), Horsemanship (Master), Linguistics (Journeyman), Silver Tongue (Master), Single Weapon Style (Master).

weaPon gRouPs languages

bRawling, ligHt blaDes, staves.

tRaDe, (motHeR tongue), +2 fRom linguistiCs

equiPment

Magnificent Silverite Short Sword (masteR flame Rune) [1], Inscribed Light Clothes [1], Riding Horse.enCumbRanCe: 2 CaPaCity: 7

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MINSTREL

Rank Class RaCe

veteRan Civilian Human

abilities (foCuses)

4 CommuniCation (PeRfoRmanCe, seDuCtion)

0 Constitution (foRtituDe)

3 Cunning (musiCal loRe, CultuRal loRe)

3 DexteRity (initiative)0 magiC

2 PeRCePtion (HeaRing)1 stRengtH (DRiving)0 willPoweR (CouRage)

Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

13 38 13 6attaCks

weaPon attaCk Roll Damage

suPeRioR steel sHoRt swoRD

+3 (+1) 1D6+2

favouReD stunts

ResouRCes at HanD.sPeCial Rules

talents: Contacts (Journeyman), Music (Master), Thievery (Novice), Streetwise (Novice), Silver Tongue (Journeyman).

weaPon gRouPs languages

bRawling, ligHt blaDes, staves.

tRaDe, (motHeR tongue)

equiPment

Superior Steel Short Sword [1], Inscribed Leathers [3], musical instrument [1].enCumbRanCe: 5 CaPaCity: 3 (+2)

MiNstrel

One of the most popular forms of entertainment is music and song. Minstrels ply their trade the length and breadth of Thedas and are some of the most culturally knowledgeable people in the land. Most taverns will boast at least one minstrel, and many employe minstrels on a permanent basis, so long as they can get one to stay still for an extended period of time.

Minstrels have a flair for the dramatic and enthusiastically use their skills to seduce as many people as possible.

The ubiquity of minstrels has made their profession a perfect cover for covert actions. The Orlesians even have their own bards specifically trained in spycraft.

adveNture Hook

A minstrel is declared an Orlesian Bard and sentenced to hang.

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MYSTERIOUS HERMIT

Rank Class RaCe

loRD Civilian Human?abilities (foCuses)

2 CommuniCation (Disguise)

4 Constitution (DRinking, Running, stamina, swimming)

3 Cunning (Healing, natuRal loRe, Poison loRe)

5 DexteRity (leDgeRDemain , ligHt blaDes, stealtH, tRaPs)

0 magiC

3 PeRCePtion (seaRCHing, smelling, tRaCking)

5 stRengtH (Climbing, intimiDation, JumPing, migHt)

2 willPoweR (CouRage, moRale, self-DisCiPline)

Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

117 23 15 14attaCks

weaPon attaCk Roll Damage

iRon sHoRtswoRD?

elm sHoRtbow?

+5

+5

3D6+5 (+4)

2D6+6 (+4)favouReD stunts

letHal blow anD aDvantageous Positioning

sPeCial Rules

talents: Archery Style (Master), Trap-Making (Master), Single Weapon Style (Master), Chirurgy (Master), Quick Reflexes (Master), Poison Making (Journeyman).

weaPon gRouPs languages

bRawling, staves, bows, ligHt blaDes.

tRaDe, (motHeR tongue)

equiPment

Elm Shortbow? [1], Iron shortsword? [1], beggar’s rags [1], Traps x6 [2].enCumbRanCe: 5 CaPaCity: 11

Mysterious HerMit

The vast wilds of Thedas hide many secrets. Forgotten cities, lost bloodlines, hidden treasures. There are also those that have abandoned civilisation to live a solitary existence away from the distractions of society.

Who knows what secret arts, lost knowledge or dreadful curses these mysterious individuals bear?

adveNture Hook

The players are captured in a trap by a mysterious hermit.

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ratCatCHer

Where civilisation goes, vermin follow. No city is free from rats and as a result, every city has ratcatchers. These calloused hunters are often a little deranged due to the unpleasant vapours they inhale on their hunts through the sewerworks. Every ratcatcher has at their side a loyal companion, small but vicious. They tend not to make many distinctions between rats and other people though...

adveNture Hook

Shouts of anger and fear draw the players to a ratcatcher retreating back out of a manhole.

sCHolar

The most ancient centre of learning in Thedas is the Tevinter city of Minrathous. Here for thousands of years the best minds in the land studied, discovering many secrets. Scholars often make a pilgrimage to Minrathous in order to gain a greater understanding of their area of expertise. Many nobles also hire scholars to teach their children, to better prepare them for their responsibilities.

adveNture Hook

The players find a scholar half dead on the imperial highway, his research missing.

RATCATCHER

Rank Class RaCe

oRDinaRy Civilian Human

abilities (foCuses)0 CommuniCation

2 Constitution (stamina) 1 Cunning

2 DexteRity (stealtH, tRaPs)-1 magiC

2 PeRCePtion (HeaRing)1 stRengtH

1 willPoweR

Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

12 26 12 2attaCks

weaPon attaCk Roll Damage

yew RatCRusHeR*

+2 2D6+3

favouReD stunts

effiCient seaRCH anD letHal blow.sPeCial Rules

talents: Trapmaking (Journeyman), Streetwise (Novice), Animal Companion (Dog) (Journeyman).

*Treat as a metal shod staff with the stats of a flail.weaPon gRouPs languages

bRawling, staves. tRaDe, (motHeR tongue)equiPment

Yew ratcrusher [2], small but vicious dog, heavy clothes [2], Traps x3 [1].enCumbRanCe: 5 CaPaCity: 5

SCHOLAR

Rank Class RaCe

oRDinaRy Civilian Human

abilities (foCuses) 3 CommuniCation (PeRsuasion)

-1 Constitution

3 Cunning (ReseaRCH, wRiting)0(-2) DexteRity

1 magiC

1 PeRCePtion

0 stRengtH

1 willPoweR (self DisCiPline)Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

8 17 8 0attaCks

weaPon attaCk Roll Damage

asH quaRteRstaff

+0 1D6+1 (-1)

favouReD stunts

tHe obJeCt of youR attention, anD anotHeR tHing.sPeCial Rules

talents: Lore (Master), Linguistics (Novice), Silver Tongue (Novice).

weaPon gRouPs languages

bRawling, staves. tRaDe, (motHeR tongue)equiPment

Ash quarterstaff [2], academic’s robes [1].enCumbRanCe: 3 CaPaCity: 1

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REVERED MOTHER

Rank Class RaCe

elite Civilian Human

abilities (foCuses)

5 CommuniCation (baRgaining, leaDeRsHiP, PeRsuasion)

1 Constitution

2 Cunning (ReseaRCH, wRiting, CultuRal loRe, Religious loRe)

1 DexteRity (CalligRaPHy, initiative)0 magiC

3 PeRCePtion (emPatHy, HeaRing)0 stRengtH (intimiDation)

3 willPoweR (faitH, moRale, self-DisCiPline)

Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

11 58 11 6attaCks

weaPon attaCk Roll Damage

- - -favouReD stunts

tHe obJeCt of youR attention, anD anotHeR tHing.sPeCial Rules

talents: Lore (Master), Linguistics (Master), Silver Tongue (Master), Contacts (Journeyman), Command (Journeyman).

weaPon gRouPs languages

bRawling, ligHt blaDes, staves.

tRaDe, (motHeR tongue), +4 fRom linguistiCs

equiPment

Dragonweave Heavy clothes [2].enCumbRanCe: 2 CaPaCity: 3

revered MotHer

The Chant of light must be spread across Thedas to ensure the return of the Maker. Revered Mothers lead individual Chantries around Thedas overseeing their duties to the Maker. Revered Mothers are stern yet compassionate, fierce yet serene. They often mediate disputes amongst the higher classes and are sought out for wise counsel.

adveNture Hook

The local Revered Mother takes a keen interest in the actions of the Players.

“Its gates forever shut.Heaven has been filled with silence, I knew then,And cross’d my heart with shame.-Andraste 1:11”

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SERVANT

Rank Class RaCe

oRDinaRy Civilian elf

abilities (foCuses) 2 CommuniCation (baRgaining, etiquette)

2 Constitution (stamina)0 Cunning

2 DexteRity (sPeeD)1 magiC

2 PeRCePtion

-1 stRengtH

0 willPoweR

Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

14 26 12 0attaCks

weaPon attaCk Roll Damage

elm Club +2 1D6+1 (-2)favouReD stunts

sPeeDy seaRCH, fliRt.sPeCial Rules

talents: Thievery (Novice), Quick Reflexes (Journeyman), Contacts (Journeyman).

weaPon gRouPs languages

bRawling, staves. tRaDe, (motHeR tongue)equiPment

Elm Club [1], servant garb [1].enCumbRanCe: 2 CaPaCity: 3

SMITH

Rank Class RaCe

oRDinaRy Civilian DwaRf

abilities (foCuses)0 CommuniCation

2 Constitution (stamina, foRtituDe)2 Cunning

1 DexteRity

-1 magiC

0 PeRCePtion

3 stRengtH (smitHing)1 willPoweR (self DisCiPline)

Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

9 26 11 5attaCks

weaPon attaCk Roll Damage

ReD steel Club +3 1D6+3 (+2)favouReD stunts

knoCk PRone anD migHty blow.sPeCial Rules

stalwaRt

talents: Streetwise (Novice), Artisan (Journeyman), Contacts (Journeyman).

weaPon gRouPs languages

bRawling, staves. tRaDe, (motHeR tongue)equiPment

Red Steel Club [2], Hardened Studded Leather [4].enCumbRanCe: 6 CaPaCity: 7 (+2)

servaNt

One of the few jobs most city elves can get is as a servant to the human nobility. There they can at least earn a steady wage, albeit under constant scrutiny by the human servants watching for sticky fingers. The richest merchants also hire servants, often to emulate the households of the nobility they aspire to join. Servants often overhear all sorts of gossip, which can be hazardous to their health.

adveNture Hook

The players encounter a servant being brutally beaten in an alley.

sMitH

Specialist crafters, smiths are responsible for everything from horse shoes to nails, carpentry tools and weapons of war. Without doubt the finest smiths in the land are the dwarves and many who have fled to the surface take up the trade to great success. Few human smiths can compete with dwarven skill.

adveNture Hook

The players seek out a smith to repair their equipment, only to find him hanging an out of business sign on the door.

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STREET URCHIN

Rank Class RaCe

oRDinaRy Civilian elf

abilities (foCuses) 2 CommuniCation (DeCePtion)

0 Constitution

1 Cunning

4 DexteRity (sPeeD, leDgeRDemain)0 magiC

1 PeRCePtion (touCHing)0 stRengtH

0 willPoweR

Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

11 15 14 0attaCks

weaPon attaCk Roll Damage

gRey iRon DaggeR

+4 1D6+1 (-1)

favouReD stunts

effiCient seaRCH anD sway tHe CRowD.sPeCial Rules

PaltRy size

talents: Quick Reflexes (Novice), Thievery (Journeyman), Streetwise (Journeyman).

weaPon gRouPs languages

bRawling, ligHt blaDes.

tRaDe, (motHeR tongue)

equiPment

Grey Iron Dagger [1], Urchin rags [1].enCumbRanCe: 2 CaPaCity: 2

WHORE

Rank Class RaCe

oRDinaRy Civilian Human

abilities (foCuses)

2 CommuniCation (baRgaining, PeRsuasion)

1 Constitution (stamina)1 Cunning

2 DexteRity (aCRobatiCs)0 magiC

1 PeRCePtion

1 stRengtH

1 willPoweR

Combat Ratings

sPeeD HealtH DefenCe aRmouR Rating

12 20 12 0attaCks

weaPon attaCk Roll Damage

steel HiDDen DaggeR

+0 1D6+1

favouReD stunts

knoCk PRone anD migHty blow.sPeCial Rules

talents: Streetwise (Journeyman), Quick Reflexes (Journeyman), Contacts (Novice).

weaPon gRouPs languages

bRawling, staves. tRaDe, (motHeR tongue)equiPment

Steel Hidden Dagger [1], Dress [1].enCumbRanCe: 2 CaPaCity: 4

street urCHiN

Unfortunately it’s a sad fact that many children are abandoned by impoverished families or left as orphans. Those that don’t die or receive succour from the Chantry grow up on the seedy streets of Thedas, learning from a young age to steal, cheat and fight. Street urchins are cynical beyond their years and think nothing of shanking a passing merchant in order to get enough money for another day. For most their only escape is eventually through the hangman’s noose.

adveNture Hook

A street urchin lifts several players’ purses.

wHore

It’s said to be the oldest profession in the world, catering to base human needs. The Chantry frowns upon such things as they consider it a sin, leading to lustful demonic temptation. But Prostitution thrives throughout Thedas and there are many famous brothels able to cater for any earthly (and many unearthly) desires. Whores come to their profession by many different routes, most unsavoury. Many are resigned to their fate whilst others still have a spark of fire that can never be completely quenched.

adveNture Hook

A player hears some scandalous gossip whilst visiting their favourite companion.