recursal/Fanatic-Fandom huggingface dataset:
Support Arcana – Dragon Age Conversion (by jaythegreenling)

This conversion requires the Dragon Age Core Rulebook. Converted from the Creation Magic School.

## Support Arcana

You aid and boost your allies by using the balancing force of creation.

Novice: You learn two Novice degree Support Arcana spells of your choice.

Journeyman: You learn one Journeyman or Novice degree Support Arcana spell of your choice. You also gain the focus Intelligence (Support Arcana).

Master: You learn one Support Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for –1 SP when casting Support Arcana spells.

### Balance (Novice)

(Converted from the Dragon Age Creation Magic talent)

* Requirement: Support Arcana (Novice)
* Spell Type: Defence
* MP Cost: 2
* Casting Time: Major Action
* Target Number: 11
* Test: None

Creation magic flows through you and gives you balance. This grants you a +1 bonus to Defence. This effect does not stack with those spells that reset your Defence to be based on your Spellpower, such as Arcane Shield or Fade Shield.

## Important Conversion Notes

* Magic (Blood, Creation, Entropy, Primal, or Spirit) focuses become Intelligence ("Converted" Arcana) focuses. So Magic (Spirit) would become Intelligence (Anti-Magic Arcana), and Magic (Primal) would become Intelligence (Stone Arcana).
* Durations which are based on Magic are now based on Willpower.
* Damage which used to add Magic now adds Willpower.
No-Stunt Rules (by unknown)

*These rules were created by an unknown author on the old Green Ronin forums. The only changes I (jaythegreenling) made were to fix typos and formatting.*

What if we decided to play the Dragon Age RPG without stunts? This idea came to me after a player complained about a certain 'unfairness' in the stunt system. So, what if we could add Stamina for rogues and warriors (just as mages have mana) and allow them to use it to perform special manoeuvres whenever they want?

## Basic Idea

Mages have a mana pool, rogues and warriors have a stamina pool.

Stamina is 1d6 + Willpower at 1st level, and grows by 1d6 + Willpower every level thereafter, up to level 10. After level 10, it grows by Willpower every level. Rogues add +5 to their stamina pool. Stamina is recovered just as mana. The GM may add "stamina draughts" in place of mana potions to recover stamina.

## Stunt Cost

A rogue or warrior may perform any stunt whenever they want, paying the stamina cost in advance. The cost is spent even if the attack roll misses. They don't need to roll doubles to activate the stunts. The effect of the stunt is added to the normal effect of the attack (damage or otherwise). If a character gets a stunt bonus (a reduction in cost for a specific stunt due to a talent or something like that) simply reduce the stamina cost in 2 points (minimum 1 stamina per use).

### Basic Stunts

* Skirmish: 2 stamina per use
* Rapid Reload: 2 stamina
* Stay Aware: 2 stamina
* Knock Prone: 4 stamina
* Defensive Stance: 4 stamina
* Disarm: 4 stamina
* Mighty Blow: 4 stamina
* Pierce Armour: 4 stamina
* Taunt: 4 stamina
* Threaten: 4 stamina
* Lightning Attack: 6 stamina
* Dual Strike: 8 stamina
* Seize the Initiative: 8 stamina
* Lethal Blow: 10 stamina

Notice that in this version, there are no combat stunts for mages. If you wish to keep spell stunts, allow mages to perform then spending extra mana equal to twice the stunt cost. Spell stunts that recover mana are banned, for obvious reasons. If you wish to allow combat stunts for mages, they can be perform with mana. In this case, mana and stamina are both the same thing - they are simply used differently (you can call it "energy").

For this variant, an optional rule of this optional rule is that characters may recover mana or stamina by an amount equal to the dragon die whenever they roll doubles on a combat test.
Fantasy AGE Wikia

## Welcome to the Fantasy AGE Wikia

Hello everyone and welcome to the Fantasy AGE wiki.

I recently stumbled upon this deserted place and thought "Well. If there already IS a wiki for Fantasy AGE, why build another?".

So, I hope we all can make this wiki into a large and productive repository, NOT for official material, BUT a place to collect all our HOMEBREW material.

Happy gaming!

>> DracoDruid

## Editorial Notes

Please try and stick to the layout I started with, so the wiki will have a unified look which should make things easier to compare.

When you add a page with content you created, please add the following categories (preferably in this order): Main Category (Arcana, Classes, Equipment, Races, Rules, Specializations, Talents), Subcategory (e.g. Dwarves, Giants, Rogues, etc.), and finally "your name".

Please do not create separate categories for every type of arcana, talent, or specialization (such as Assassin, Entropy Arcana, etc.)

This way, we can use the Category Pages as automatic overview pages, with auto-generated index and everything. :)

If possible, name the page in the format: "<Stuff> (by <your name>)". For example: "Generic Weapons (by DracoDruid)", so we can have multiple versions of the same thing, by different authors.

Thank you very much.

## Main Categories

* Adventure Ideas
* Adversaries
* Arcana
* Backgrounds
* Classes
* Equipment
* Focuses
* GM Tools
* Homebrew Rules
* Items
* NPCs
* Premade Characters
* Races
* Specializations
* Talents

## Sub-Categories

### DND Conversions

Various things converted for FAGE which originated in DND.

### Downloads

Some stat blocks, specialisations, talents, and other rules are available for download as pdfs or images. I'm currently still in the process of adding them, so the list will grow. >> jaythegreenling

### Pathfinder

Various things converted for FAGE which originated in Pathfinder.
Hex Arcana – Dragon Age Conversion (by jaythegreenling)

This conversion requires the Dragon Age Core Rulebook. Converted from the Entropy Magic School.

## Hex Arcana

You use hexes to curse your enemies.

Novice: You learn two Novice degree Hex Arcana spells of your choice.

Journeyman: You learn one Journeyman or Novice degree Hex Arcana spell of your choice. You also gain the focus Intelligence (Hex Arcana).

Master: You learn one Hex Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for –1 SP when casting Hex Arcana spells.

## Important Conversion Notes

* Magic (Blood, Creation, Entropy, Primal, or Spirit) focuses become Intelligence ("Converted" Arcana) focuses. So Magic (Spirit) would become Intelligence (Anti-Magic Arcana), and Magic (Primal) would become Intelligence (Stone Arcana).
* Durations which are based on Magic are now based on Willpower.
* Damage which used to add Magic now adds Willpower.
Planasene Animist (by jaythegreenling)

Although most elves hold magic and nature in high regard, the clans that have settled down in the Planasene Forest north of the Waking Sea view the world through their own lens. A deeply animistic people, they live in small clans and strive to live in equilibrium with nature, believing that everything natural has a spirit; the trees, the rain, the animals, and even the earth and the stones. Anything, as long as it is pure and unchanged by civilisation. Their mages—called druids—call on these spirits for aid when required, which is why they are held in high regard and anyone showing signs of arcane abilities receives thorough training in the arcane from very early on. A part of their belief system also sees their adolescents venture out into the world to go through a rite of passage called a Spirit Walk. During their travels, they are encouraged to learn as much as possible about Thedas, its inhabitants, as well as cultural beliefs and new developments. The adolescents' most important task, however, is to find their spirit guide, which is usually an animal, but can indeed be taken very literally, as some elves will take a spirit as their guide. This guide—regardless of its nature—will accompany them through life from that point forward, and lead them back to their clan, where they receive their vallaslin, marking them as a full, adult member of the clan.

## 2d6 Roll

### 9

Rogue/Warrior: Willpower (Courage); Mage: Magic (Creation)

### 12

Rogue/Warrior: +1 Constitution; Mage: +1 Magic

### Playing a Planasene Animist

If you choose to play a Planasene Animist modify your character as follows:

* Add 1 to your Willpower ability. The elves of the Planasene Forest have open minds and great control.
* Pick one of the following ability focuses: Communication (Animal Handling) or Cunning (Natural Lore).
* You are an elf or half-elf.
* You have Low-Light Vision, a side effect of your elvhen heritage. You suffer no penalties in bad light conditions. This does not mean that you can see in complete darkness (such as a room lacking a source of light).
* You can speak Elvhen and speak and read the Trade Tongue.
* Choose a class: You can play a mage, rogue, or warrior.

Roll twice on the Planasene Animist table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until you get something different.

### PDF Download

The link leads to a pdf hosted on mega.nz and contains all the same information as this page, as well as all my other custom backgrounds.
Monk (by Zachary Toney)

You have mastered the disciplined ways of supernatural unarmed combat and personal energy control. Mages can preach about magic, scientists can question to beget more questions for perceived answers, but Monks are masters of body, mind, and spirit. They've found grace and discipline on the battlefield, each fight bringing them closer to victory and enlightenment.

**Primary Abilities:** Accuracy, Constitution, Dexterity, and Willpower

**Secondary Abilities:** Communication, Fighting, Intelligence, Perception, and Strength

**Starting Health:** 25 + Constitution + 1d6

**Weapon Groups:** Brawling and your choice of Light Blades, Heavy Blades, Spears, or Staves

 You have trained your body to take all kinds of abuse.
**Novice:** When not wearing armor, you can use your **Constitution (Stamina)** as your Armor Rating.
**Journeyman:** When not wearing armor, you can add your **Dexterity (Acrobatics)** to your Speed.
 The way of the crane is that of awareness, grace, and finesse maximizing your potential for defense.
**Novice:** Your Monk Style is replaced with Crane Style. The Defense bonus is increased to +2.
**Journeyman:** While in Crane Style, you can use the Defensive Stance Stunt for -1 SP. When you do, you gain a +3 bonus to Defense instead of the usual +2.
 The way of the snake is aimed at striking quickly, each hand like a serpent, from different angles.
**Novice:** Your Monk Style is replaced with Snake Style. You gain a +1 bonus to Attack in addition to the +1 bonus to Defense.
**Journeyman:** While in Snake Style, you can use the Lightning Attack Stunt for -1 SP but the second attack must come from your fist.
 Fearsome and strong like the tiger, this style incorporates great leaps, fear tactics, and powerful strikes to devastating effect.
**Novice:** If you fail a **Strength (Jumping)** test you may re-roll but you must keep the second result. Additionally, you can use the Threaten Stunt for -1 SP to a minimum of 1 SP.
**Journeyman:** Your Monk Style is replaced with Tiger Style. While in Tiger Style and attacking with fists, you can perform the Mighty Blow Stunt for -1 SP.
**Master:** While in Tiger Style, you can perform the Pounce Stunt for 2 SP allowing you to make a second attack as a free action that does not generate stunt points while charging.
Rolling for backgrounds when using custom races (by Ibidems)

This rule/guideline was made because, when using custom races and still wanting to roll from background, I got the problem of some combinations of choosable and benefit combinations meant you could get the possibility (albeit low) to roll a background where you already have both options from your race. Rather than a reroll (that I thought boring) I instead settled for this rule/guideline:

If you gain a background but already got both options from your race you may either:

* Pick one benefit from your race benefit table other than the ones you have already gained (no doubles)
* “Improve” your social class and take a fitting alternative (at GMs discretion), like a Tradeperson (Lower) instead becomes a Merchant (Middle) or a Student (Middle) becomes an Apprentice (Upper).
Iron Kingdoms Humans (by Ibidems)

If you choose to play a human, modify your character as follows:

* Add 1 to one ability.
* Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
* **Pick one of the following nations:**
	+ Cygnar
		- Pick one of the following ability focuses: **Accuracy (Black Powder)** or **Intelligence (Engineering)**.
		- You can speak and read Cygnarian and one other language learned from your travels.
	+ Khador
		- Pick one of the following ability focuses: **Dexterity (Riding)** or **Fighting (Axes)**.
		- You can speak and read Kadhorian and one other language learned from your travels.
	+ Ord
		- Pick one of the following ability focuses: **Constitution (Rowing)** or **Intelligence (Brewing)**.
		- You can speak and Ordic and one other language learned from your travels.
	+ Lael
		- Pick one of the following ability focuses: **Accuracy (Dueling)** or **Intelligence (Heraldry)**.
		- You can speak and read Llaelese and one other language learned from your travels.
	+ Protectorate of Menoth
		- Pick one of the following ability focuses: **Intelligence (Religious Lore)** or **Willpower (Self-Disipline)**.
		- You can speak and read Sulese and one other language learned from your travels.
* Roll twice on the **Human Benefits** 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.
Light Arcana (by Michael Rainey)

## Light Arcana

*Your magic sheds light upon on the world.*

* **Novice:** You learn the spells *Searing Light* and *Sunburst*.
* **Journeyman:** You learn the spell *Wall of Light*. You also gain the focus Intelligence (Light Arcana).
* **Master:** You learn the spell *Radiant Step*. You can also choose one spell stunt you can perform for -1 SP when casting Light *Arcana* spells.

### Searing Light

* **Requirements:** Light Arcana (Novice)
* **Spell Type:** Attack
* **MP Cost:** 3
* **Casting Time:** Major Action
* **Target Number:** 11
* **Test:** None

A beam of radiant light busts from your hand or arcane device and speed toward the target of your choice within 20 yards, inflicting 1d6+1 penetrating damage.

### Sunburst

* **Requirements:** Light Arcana (Novice)
* **Spell Type:** Enhancement
* **MP Cost:** 4
* **Casting Time:** Major Action
* **Target Number:** 10
* **Test:** None

You increase the luminescence in a 6 yard by 6 yard area within 30 yards of you for 5 minutes. Anyone in the area receives a -2 bonus on **Dexterity (Stealth)** tests. There must already be some natural light present or the spell does not work.

### Wall of Light

* **Requirements:** Light Arcana (Journeyman)
* **Spell Type:** Utility
* **MP Cost:** 6
* **Casting Time:** Major Action
* **Target Number:** 12
* **Test:** None

You create a wall of dazzling yellow-white light within 30 yards of you that is 10 yards long, 2 yards wide, and 4 yards tall. The wall does not impede movement in any way, but it does block all sight. Entering such brilliant light is disconcerting, so those moving through it halve their Speed (rounded down) for the round.

### Radiant Step

* **Requirements:** Light Arcana (Master)
* **Spell Type:** Utility
* **MP Cost:** 8
* **Casting Time:** Major Action
* **Target Number:** 14
* **Test:** None

Using this spell you can transport instantly from one naturally illuminated area to another within 50 yards of you that you can see. There may be areas of shadow or darkness between, but as long as you are in an illuminated area you can transport to the other without issue. To others it looks like you burst into thousands of points of light and shimmer back into existence elsewhere.
Critical Fumbles (by jaythegreenling)

## Critical Fumbles

As every fighter knows, mistakes do happen, and despite often intensive training and tons of experience, unexpected things can change the course of a fight. Whenever an attack roll fails to hit and the Stunt Die is a 1, a critical fumble occurs.

```
Alternatively, you could rule that a fumble only occurs when two dice are 1s.

```

When you fumble your attack, roll 2d6 and consult the following chart.

### PDF Download (DAGE)

The links lead to pdfs hosted on mega.nz and contain all the same information as this page. The DAGE version uses Dragon Age wording.
Kaldorei (by Estrelarius)

The Kaldorei, Children of the Stars in their language, or Night Elves are an ancient people, deeply attuned with the nature spirits of the Emerald Dream and their godddess, Elune. Physically they are very tall, with both genders towering over humans or even orcs, and usually have a lean and athletic build. Their skin runs trough various hues of purple, while their hair can be of various shades of silver, blue, green, black or even red. Their eyes are commonly silver or golden. The later usually is seen as indicating potential for greatness, with various notable individuals trough their long history possessing golden eyes. They have very long ears and eyebrows. Kaldorei are know to be among the finest druids and fighters on Azeroth.

If you want to play a Kaldorei, make the following modifications in your character:

Add 1 point to your Dexterity

Chose one of the following focus: Perception (seeing) or Inteligence (natural lore)

Your speed is equal 14+your dexterity (minus armor penalty)

You speak and red Darnassian and Human

roll twice in the Night Elf benefits table:

 2
 3-4
 5
 6
 7-8
 9
 10-11
 12

\*\*If your class you already posses either the Bows or Glauves weapon groups, you gain their respective focus.

New Weapon Groupd: Glaives (accuracy)

Glaives
 Long Glauve
 War Glaive

Moon Glaive: Traditional Kaldorei weapon, and very common among the Sentinels. This weapon only requires one hand, and it can be throwed, with a short range of 10 yards and a long range of 20.

Long Glaive: These one-handed weapon is mostly used by the High/Blood elves.

War Glaive: Big and deadly, yet surprisingly light, weapons originally designed by the Kaldorei. The signature weapon of the feared and deadly Ilidari. Wielded in one hand.
Divine Intervention (by unknown)

There are many games out there that have rules for deities and what they can do, so here is a take on Divine Intervention. this is broken into 2 categories; Divine Stunts and Divine Blessings. Divine Stunts are new combat stunts that any character of devout belief in their deity can use. If a player wishes to play an Atheist then they do not have to use these rules. This is completely Optional.

**Divine Blessings:** Divine Blessings are one-time use powers granted by a Cleric or Deity or Shrine. A character may hold more than one but no more than their Willpower Score. Once the Blessing is used, it goes away until granted again.
Iron Kingdoms Ogrun (by Ibidems)

If you choose to play an ogrun, modify your character as follows:

* Add 2 to your Strength ability, but reduce 1 from your Dexterity ability.
* Pick one of the following ability focuses: **Strength (Intimidation)** or **Strength (Might)**.
* Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
* You can speak and read Rhulic and one other language learned from your travels.
* Roll twice on the **Ogrun Benefits** 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.

**Ogrun Benefits**
 3-4
 5
 6
 7-8
 9
 10-11
 12

\* If the class you choose provides this already, you can take the focus Fighting (Polearms) instead.

**Design notes:**

I choosed to give Ogruns a +2 bonus to Strength (large and strong) in exchange for a -1 penalty to Dexterity (but not very agile) to better reflect their theme and to differentiate them from human-sized races. Also choosed to give them the Weapon Group: Polearms becouse they often use their Ogrun Warcleavers (massive polearms)
Draining Arcana – Dragon Age Conversion (by jaythegreenling)

This conversion requires the Dragon Age Core Rulebook. Converted from the Entropy Magic School.

## Draining Arcana

You specialise in draining enemies of their life force.

Novice: You learn two Novice degree Draining Arcana spells of your choice.

Journeyman: You learn one Journeyman or Novice degree Draining Arcana spell of your choice. You also gain the focus Intelligence (Draining Arcana).

Master: You learn one Draining Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for –1 SP when casting Draining Arcana spells.

### Deathsight (Novice)

(Converted from the Dragon Age Entropy Magic talent)

* Requirement: Draining Arcana (Novice)
* Spell Type: Utility
* MP Cost: 3
* Casting Time: Major Action
* Target Number: 10
* Test: None

Nothing lives without death, and you are able to pinpoint exactly where the two meet. When someone you can see drops to 0 Health, you can tell how many rounds it will take them to die. You may end this spell as a free action at the beginning of your turn.

## Important Conversion Notes

* Magic (Blood, Creation, Entropy, Primal, or Spirit) focuses become Intelligence ("Converted" Arcana) focuses. So Magic (Spirit) would become Intelligence (Anti-Magic Arcana), and Magic (Primal) would become Intelligence (Stone Arcana).
* Durations which are based on Magic are now based on Willpower.
* Damage which used to add Magic now adds Willpower.
Becoming Undead (by Tim Hall)

In the world that I have created for my campaign, when a character dies and somebody casts the Revival spell on them, they do not come back as they once were. This Undead template is put over the character, along with the additional powers, focuses, and the loss of current focuses. This should be treated as a curse. Becoming undead is not easy and playing an undead character shouldn't be easy either. If the numbers don't add up, have the GM change them to what feels comfortable, but do so knowing that this character should not be easy to keep alive. If the player can keep from dying (for a second time) and reaches the Master level of the Undead Talent, surviving becomes much easier, but it is still a struggle. This is intentional.

## Becoming Undead

* Add 2 to your Constitution or Strength ability, or add 1 to both.
* Subtract 1 from your Communication and Intelligence.
* Lose all focuses but one (of your choice) of the following abilities: Communication, Dexterity, Intelligence, and Strength. This does not mean you only have one focus total, it means you have one focus in each of those abilities.
* Add the focuses **Constitution (Stamina)**, **Fighting (Claws)**, and **Strength (Intimidation)**
* You unarmed attack is now a Claw attack which deals 1d6+2 base damage.
* You gain Lesser Regeneration: You can spend 2 SP to attempt a **TN 13 Constitution (Stamina)** test. If you pass, you gain Health equal to your Constitution plus the number on the Stunt Die rolled on the **Constitution (Stamina)** test. This stunt can only be used once per attack roll.

## General Rules and Guidelines

* Take a -2 penalty to Perception tests when in daylight.
* Take a -2 penalty to Communication tests when the target can see that you are undead. Always take this when performing **Communication (Animal Handling)** tests.
* You no longer need to sleep or breathe.
* You can no longer be healed by magical means. Attempts to consume a healing potion or receive healing through spells will instead damage you for the amount it would normally heal.
* You must consume living flesh at least one meal per day or you will become feral. Once feral, you have no control over your actions and you are treated as a Walking Dead. This does not have to be humanoid flesh, like that of a human, as long as it is living.

**Journeyman:** You gain Mist Form: You can pass through wooden barriers (such as a wooden door) as a visible mist with an Activate action. While in mist form, you are invulnerable to non-metal weapons. Mist form only lasts until the beginning of your next turn.
Anti-Magic Arcana – Dragon Age Conversion (by jaythegreenling)

This conversion requires the Dragon Age Core Rulebook. Converted from the Spirit Magic School.

## Anti-Magic Arcana

You use magic to shut magic down.

Novice: You learn two Novice degree Anti-Magic Arcana spells of your choice.

Journeyman: You learn one Journeyman or Novice degree Anti-Magic Arcana spell of your choice. You also gain the focus Intelligence (Anti-Magic Arcana).

Master: You learn one Anti-Magic Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for –1 SP when casting Anti-Magic Arcana spells.

## Important Conversion Notes

* Magic (Blood, Creation, Entropy, Primal, or Spirit) focuses become Intelligence ("Converted" Arcana) focuses. So Magic (Spirit) would become Intelligence (Anti-Magic Arcana), and Magic (Primal) would become Intelligence (Stone Arcana).
* Durations which are based on Magic are now based on Willpower.
* Damage which used to add Magic now adds Willpower.
Green Dales Nomad (by jaythegreenling)

These usually very small elvhen clans—rarely more than a few families large—spend their lives on the road and can be found anywhere and everywhere, never staying for long. Their nomadic life has made them tough and adaptable loners, with little trust in other races; too many of their own have disappeared when near settlements, or been outright killed in disputes. Some clans stay away from other races—and thus settlements—altogether, whereas others make camp near settlements for the purposes of trade on a regular basis. Green Dales Nomads don't often have mages in their clans, and as their clans are too small to be led by an actual keeper, what few mages do exist in their familiar groups rarely receive any formal training. Trial and error are their best teachers, and so it's hardly a surprise that these mages—called spellcrafters—are often rather unpredictable.

## 2d6 Roll

### 2

Rogue/Warrior: +1 Dexterity; Mage: +1 Magic

### 5

Rogue/Warrior: Dexterity (Bows); Mage: Magic (Primal)

### Playing a Green Dales Nomad

If you choose to play a Green Dales Nomad modify your character as follows:

* Add 1 to your Perception ability. The elves of the Green Dales are always alert.
* Pick one of the following ability focuses: Communication (Bargaining) or Constitution (Stamina)
* You are an elf or half-elf.
* You have Low-Light Vision, a side effect of your elvhen heritage. You suffer no penalties in bad light conditions. This does not mean that you can see in complete darkness (such as a room lacking a source of light).
* You can speak Elvhen and speak and read the Trade Tongue.
* Choose a class: You can play a mage, rogue, or warrior.

Roll twice on the Green Dales Nomad table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until you get something different.

### PDF Download

The link leads to a pdf hosted on mega.nz and contains all the same information as this page, as well as all my other custom backgrounds.
Vashoth (by jaythegreenling)

For one reason or another, these qunari grew up outside of the Qun, which, according to the Qun, means that they could still be saved. Some qunari do grow up raised by their own—far away from the grasp of the Arishok—by parents who are likely Tal-Vashoth. While these qunari might know a few things about the Qun, they do not bow to its teachings or give it any more thought than what's for supper in two months time. Most vashoth, however, grow up with little connection to their people, and so they usually adapt to surrounding cultures, which is not an easy feat—most races see the giant race as a danger and threat. And so it is no surprise that those vashoth who don't have a support system are wary of strangers, or have become cynical and full of contempt for these lesser beings who would treat them as outsiders. No matter how they grew up, however, all qunari are bound to be treated like an oddity at best, and a danger at worst. So once those qunari who grew up amongst their own venture out into the world, they are in for a rough awakening.

## 2d6 Roll

### 2

Rogue/Warrior: +1 Dexterity; Mage: +1 Magic

### 5

Rogue/Warrior: Dexterity (Brawling); Mage: Magic (Entropy)

### Playing a Vashoth

If you choose to play a Vashoth modify your character as follows:

* Add 1 to your Strength ability. Qunari are a force to be reckoned with.
* Pick one of the following ability focuses: Dexterity (Stealth) or Strength (Intimidation).
* You are a qunari. Like all qunari, you are susceptible to magic. You suffer a –1 penalty on all ability tests to resist spells and other magical effects, such as magic item powers.
* You can speak and read the Trade Tongue.
* Choose a class: You can play a mage, rogue, or warrior.

Roll twice on the Vashoth table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until you get something different.

### PDF Download

The link leads to a pdf hosted on mega.nz and contains all the same information as this page, as well as all my other custom backgrounds.
Animal Character Levelling Guide (by Jin)

*This animal character levelling guide was created by Jin on Techhenzy.com.*

## Animal Character Levelling Guide

### Rules

* If a PC uses the Animal Training talent's Master degree to train an animal, the benefits apply to the animal on top of the benefits of this guide.
* An animal character’s Health increases by 1d6 + Constitution at levels 1–10. From levels 11-20, their Health increases just by their Constitution ability.

### Level Benefits

* Level 2: +1 Ability Advancement
* Level 4: +1 Ability Advancement, +1 Focus
* Level 5: +1 Talent
* Level 6: +1 Ability Advancement
* Level 8: +1 Ability Advancement, +1 Focus
* Level 10: +1 Ability Advancement, +1 Talent
* Level 12: +1 Ability Advancement, +1 Focus
* Level 14: +1 Ability Advancement
* Level 15: +1 Talent
* Level 16: +1 Ability Advancement, +1 Focus
* Level 18: +1 Ability Advancement
* Level 20: +1 Ability Advancement, +1 Focus, +3 Armour Rating
Generic Weapons (by DracoDruid)

*These weapon rules came into existence after mdlthree posted some interesting insights into weapon statistics and damage to minimum strength ratios.*

*I then took it up and created a whole rules set to create weapons with a unified and streamlined system, that uses the new Minimum Strength rules.*

*They are part of the Free-Form Fantasy AGE rules set.*

*Enjoy.*

## Basic Properties

Use the following table to define the weapon's basic properties (Damage, Minimum Strength and base cost):

## Additional Modifiers

Use the following table to set the final properties:

Price Modifiers

2 Minimum Strength
(Projectile weapon)
 -2 Minimum Strength
(Throwing weapon)
 +1 Minimum Strength
 +2 Minimum Strength

\* a ranged weapon's **Long Range** is twice it's **Short Range**.

## Weapon Group Guidelines

The following table presents additional design guidelines for the different weapon groups.

The **Mandatory** column contains fundamental properties that all weapons of a group must fulfill.

The **Common** column contains additional properties that most weapons of a group fulfill, but are not considered a necessary requirement.
Entropy Arcana (by unknown)

## Entropy Arcana

*You are the bane of life.*

* **Novice:** You learn the spells *Decompose* and *Drain Life*.
* **Journeyman:** You learn the spell *Death Magic*. You also gain the focus Intelligence (Entropy Arcana).
* **Master:** You learn the spell *Death Hex*. You can also choose one spell stunt you can perform for -1 SP when casting *Entropy Arcana* spells.

### Decompose

* **Requirements:** Entropy Arcana (Novice)
* **Spell Type:** Utility
* **MP Cost:** 5
* **Casting Time:** 1 Minute
* **Target Number:** 12
* **Test:** None

By tracing mystic glyphs over the subject, which may be any single piece of non-living organic material, you speed up the natural process of its decay. Once your casting is finished, every second that passes is the equivalent of a day for the subject. So in a minute’s time, it decays as if two months have passed. In an hour, it decays nearly ten years! This continues until the object is reduced to dust. You can halt the decomposition with a glyph of preservation, but the subject decays some ten months in just the time it takes to cast that spell, and if the glyph of preservation wears off the accelerated decay continues where it left off, at the same rate. *Decompose* can’t be dispelled; its effects are permanent.

### Drain Life

* **Requirements:** Entropy Arcana (Novice)
* **Spell Type:** Utility
* **MP Cost:** 4
* **Casting Time:** Major Action
* **Target Number:** 12
* **Test:** Constitution (Stamina) vs. Spellpower

You suck life energy out of a visible target within 10 yards to heal yourself. The target takes 1d6 + Intelligence penetrating damage and you are healed by the same amount. Note this only heals damage you have suffered; it doesn’t give you bonus Health above your normal amount. If the target makes a successful **Constitution (Stamina)** test vs. your Spellpower, the penetrating damage is only 1d6.

### Death Magic

* **Requirements:** Entropy Arcana (Journeyman)
* **Spell Type:** Enhancement
* **MP Cost:** 7
* **Casting Time:** Major Action
* **Target Number:** 15
* **Test:** None

You draw upon the residual life force of the dying to replenish your own. Any living creature that dies within 6 yards of you while this spell is active heals damage to your Health equal to the creature’s Constitution, with a minimum of 1. It cannot bring you above your unwounded Health, however. Death magic lasts for a number of rounds equal to your Intelligence.

### Death Hex

* **Requirements:** Entropy Arcana (Master)
* **Spell Type:** Attack
* **MP Cost:** 17
* **Casting Time:** Major Action
* **Target Number:** 18
* **Test:** Intelligence (Entropy Arcana) or Willpower (Morale) vs. Spellpower

You curse an enemy within 30 yards to suffer mightily from each strike upon them. Until the end of the encounter, all attacks made against the target gain a +3 bonus, deal +3 damage, and automatically generate +2 SP on a hit, even if doubles aren’t rolled. The subject can end the effects with a successful **Intelligence (Entropy Arcana)** or **Willpower (Morale)** test vs. your Spellpower, made on its turn. The spell otherwise ends after a number of rounds equal to your Intelligence.
Mana Alteration Arcana – Dragon Age Conversion (by jaythegreenling)

This conversion requires the Dragon Age Core Rulebook. Converted from the Spirit Magic School.

## Mana Alteration Arcana

You draw mana from the Fade and make it work for you.

Novice: You learn two Novice degree Mana Alteration Arcana spells of your choice.

Journeyman: You learn one Journeyman or Novice degree Mana Alteration Arcana spell of your choice. You also gain the focus Intelligence (Mana Alteration Arcana).

Master: You learn one Mana Alteration Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for –1 SP when casting Mana Alteration Arcana spells.

## Important Conversion Notes

* Magic (Blood, Creation, Entropy, Primal, or Spirit) focuses become Intelligence ("Converted" Arcana) focuses. So Magic (Spirit) would become Intelligence (Anti-Magic Arcana), and Magic (Primal) would become Intelligence (Stone Arcana).
* Durations which are based on Magic are now based on Willpower.
* Damage which used to add Magic now adds Willpower.
Escaped Saarebas (by jaythegreenling)

Saarebas (Qunlat: “dangerous thing”) is a word for a mage, as well as a title given to all qunari mages. They are prisoners in their own body, donning a set of heavy pauldrons with chains attached to them, to act as a form of leash. Their faces are hidden beneath a metal visor, and in some cases their lips may be stitched together. If found practising forbidden magic—which is essentially any magic—their tongues are cut out to prevent them from corrupting others; saarebas are considered weapons and as such are trained with the focus of destruction. They are never allowed to be alone, and are always under watch by arvaarads: if a saarebas is somehow separated from their keeper, they must be slain or commit suicide. The armour the saarebas wear can immobilise them through a device held by the arvaarad, and on top of that, the qunari invented a mobile version of the magic-blocking device which makes mages unable to cast spells. It comes in the form of a collar.

## 2d6 Roll

### Playing an Escaped Saarebas

If you choose to play an Escaped Saarebas modify your character as follows:

* Add 1 to your Magic ability. Saarebas are powerful beings.
* Pick one of the following ability focuses: Magic (Entropy) or Magic (Primal).
* You may pick your race (though qunari is most common) and receive the appropriate racial trait.
* You can speak and read Qunlat and the Trade Tongue.
* You are a mage.

Roll twice on the Escaped Saarebas table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until you get something different.

### PDF Download

The link leads to a pdf hosted on mega.nz and contains all the same information as this page, as well as all my other custom backgrounds.
Glyph Arcana (by GamingInGotham)

## Glyph Arcana

* **Novice:** You learn the spells *Glyph of Paralysis* and *Glyph of Warding*.
* **Journeyman:** You learn the spell *Glyph of Repulsion*. You also gain the focus Intelligence (Glyph Arcana).
* **Master:** You learn the spell *Glyph of Destruction*. You can also choose one spell stunt you can perform for -1 SP when casting *Glyph Arcana* spells.

### Glyph of Paralysis

* **Requirements:** Glyph Arcana (Novice)
* **Spell Type:** Attack
* **MP Cost:** 3
* **Casting Time:** 1 Minute
* **Target Number:** 10
* **Test:** Constitution (Stamina) vs. Spellpower

You trace your fingers on the ground, creating an invisible glyph that holds a charge of magical power. The first enemy that moves within 2 yards of the glyphs location triggers it. The target must make a successful **Constitution (Stamina)** test vs. Spellpower or become paralyzed for 1d3 rounds. A paralyzed character can take no actions and has a Defense of 7. You can maintain a number of *glyphs of paralysis* equal to your Intelligence at any one time. Each glyph is good for one use.

### Glyph of Warding

* **Requirements:** Glyph Arcana (Novice)
* **Spell Type:** Defense
* **MP Cost:** 5
* **Casting Time:** Major Action
* **Target Number:** 15
* **Test:** None

You trace an arcane glyph on the ground where you stand with your hand or staff. Allies within 3 yards of the *glyph of warding* gain a +2 bonus to Willpower tests and their Defense against ranged attacks so long as they remain within the glyphs area. A glyph lasts until the end of the current encounter. You can maintain a number of different *glyphs of warding* equal to your Intelligence at any one time (although this does not allow the effects of multiple *glyphs of warding* to stack on the same target).

### Glyph of Repulsion

* **Requirements:** Glyph Arcana (Journeyman)
* **Spell Type:** Attack
* **MP Cost:** 10
* **Casting Time:** Major Action
* **Target Number:** 15
* **Test:** Constitution (Stamina) or Dexterity (Acrobatics) vs. Spellpower

You trace a hasty arcane symbol onto the ground in front of you and strike it with all your might, causing a wave of force to send enemies within 10 yards reeling. All enemies are pushed 10 yards away from you and must succeed at a **Constitution (Stamina)** or **Dexterity (Acrobatics)** test vs. your Spellpower or be knocked prone.

### Glyph of Destruction

* **Requirements:** Glyph Arcana (Master)
* **Spell Type:** Attack
* **MP Cost:** 15
* **Casting Time:** Major Action
* **Target Number:** 15
* **Test:** Dexterity (Acrobatics) vs. Spellpower

You trace an arcane symbol on a surface with your hand or staff the glows with power for a moment then vanishes. The first enemy to come with in 2 yards of the glyph activates it. The glyph explodes dealing 3d6 + Intelligence penetrating damage to everyone within 10 yards. A successful **Dexterity (Acrobatics)** test vs. your Spellpower causes the glyph do deal 3d6 + Intelligence damage.
Hurlock Dragon-Tamer – Dragon Age Conversion (by unknown)

## Hurlock Dragon-Tamer

(Dragon Age: Origins – Awakening)

*These rules were created by an unknown poster on the old Green Ronin forums. I (jaythegreenling) did make some changes to the original post, namely to fix typos, formatting, and phrasing. I also converted the stats to Fantasy Age.*

Hurlock Dragon-Tamer is a hurlock responsible for training dragons for the Architect. It can be found in the Silverite Mine, near the dragon pens. The Dragon-Tamer broke the legs of the Grey Warden Keenan and took his wedding ring. During the Last Wishes side-quest, Keenan asks the Warden-Commander to kill the hurlock and retrieve the ring. (In your game, the PCs can be the ones to find the battered Keenan and receive his last wish.)

Facing the Dragon-Tamer in his own territory also means facing at least one dragonling per character in the party and a full grown drake (Dragon Age: Core, p. 295). Notice that the Hurlock Dragon-Tamer has a master level in the Animal Training talent, thus his 'pets' should have increased stats (Dexterity or Strength +1 and the Willpower (Morale) focus).

Victorious characters can loot the Leg-Crusher maul described below from the Dragon-Tamer (which can be sold for about 6 gold) and maybe a few dragon eggs that can be used by an alchemist or mage; or even as part of a potion to unlock the Reaver specialisation.

Favoured Stunts: Defensive Stance (1 SP with weapon and shield), Leg-Crush (2 SP), Mighty Blow (1 SP with two-handed weapon), Rally (3+ SP)

Leg-Crush, 2 SP: The user of Leg-Crusher can perform this special stunt for 2 SP. The target of the attack loses half its Speed until they receive healing. A second use of this stunt reduces the target’s Speed to 0 until healing is applied.

Rally, 3+ SP: The Dragon-Tamer can perform a special Rally stunt for 3+ SP, inspiring its minions such that all darkspawn within 10 yards who can see the Hurlock Dragon-Tamer regain lost Health equal to its Communication plus the amount of SP spent. The Dragon-Tamer’s dragon minions also benefit from this stunt.

Talents: Animal Training (Master), Armour Training (Journeyman), Two-Hander Style (Journeyman), Weapon and Shield Style (Journeyman)

Weapon Groups: Bows, Bludgeons, Brawling, Heavy Blades

Equipment: Heavy shield, Leg-Crusher (two-handed maul), light plate, longsword, short bow

### PDF Download

The link leads to a pdf hosted on mega.nz and contains all the same information as this page, as well as a Dragon AGE stat block.
Warrior Archetypes

The two Warrior Archetypes currently available are the Fighter and Barbarian.

## Fighter

*Fighters are born to combat and are vicious masters of all kinds of weapons.*

**Primary Abilities:** Constitution, Dexterity, Fighting, and Strength

**Starting Health:** 30 + Constitution + 1d6

**Weapon Groups:** Brawling plus any 3 of the following: Axes, Black Powder, Bludgeons, Bows, Heavy Blades, Light Blades, Spears, or Staves

### **Level 1**

Talents: You gain the Novice degree of the Armor Training talent and two Fighting Styles talents of your choice.

### **Level 4**

Second Wind: A Fighter can heal 1d6 + Constitution in health only once per encounter and it will not grant any more health than the maximum.

## Barbarian

*Barbarians are born outside the trappings of a “civilized” society. They are often viewed as savage but have their own customs that are different than most would guess.*

**Primary Abilities:** Constitution, Fighting, Strength, and Willpower

**Starting Health:** 30 + Constitution + 1d6

**Weapon Groups:** Brawling and Heavy Blades plus 2 of the following: Axes, Bludgeons, Lances, Light Blades, or Spears

### **Level 1**

Talents: You gain the Novice degree of the Armor Training talent, the Unarmed Style talent, and either Two-Hander Style or Single Weapon Style.

### **Level 4**

Rage: For one minute per day, you can enter a rage, where you deal +2 on all damage rolls and negate 2 points of damage. But, for that minute you take a -2 to all Perception tests.

### **Level 6**

Lasting Rage: The Rage now lasts for 2 minutes.

### **Level 8**

Blood Rage: While in Rage, you can spend a Minor Action to gain a burst of health granting 1d6 + Constitution, but this cannot exceed your maximum and only once per encounter

### **Level 10**

Perfect Rage: You no longer suffer the penalty to Perception tests﻿.
Cyber Cave

The **Cyber Cave** is the former primary territory of the notorious Cyber Gang and one of the current bases of Cody Nakamura.

## History

This cave initially belonged to the Cyber Gang, a group of transhumanist criminals looking to enhance themselves by any means necessary.

### New Acquirement

In response to the Cyber Gang getting Cody Nakamura fired from one of his jobs, Cody invaded the base and drove all the cybernetic gangsters out, taking it for his own.

## Interior

Inside the Cyber Cave you will find a very arresting meeting table, Cody's own supercomputer, a torture center and even a compact workshop.

* **Supercomputer:** Cody's giant and powerful multi-purpose supercomputer consolewith several monitor screens is also constantly hooked up to police radio's from the Neo Arcadia Police Department, as well as news stations, allowing Cody to be up to date with all the goings on in his city.
	+ **Enhancement:** The technology to help solve crimes is mainly the computer using public surveillance cameras because they allow Cody to capture evidence of criminal activity. The computer can also enhance videos to get better looks; the computer is equipped with the latest digital forensic hardware, which allows Cody to improve image quality by manipulating zoom, frame rate, angle, and increase resolution.

## Trivia

* Cody sometimes lets his father crash here.
Debilitation Arcana – Dragon Age Conversion (by jaythegreenling)

This conversion requires the Dragon Age Core Rulebook. Converted from the Entropy Magic School.

## Debilitation Arcana

You know how to cripple your enemies using entropic magic.

Novice: You learn two Novice degree Debilitation Arcana spells of your choice.

Journeyman: You learn one Journeyman or Novice degree Debilitation Arcana spell of your choice. You also gain the focus Intelligence (Debilitation Arcana).

Master: You learn one Debilitation Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for –1 SP when casting Debilitation Arcana spells.

### Entropic Energy (Novice)

(Converted from the Dragon Age Entropy Magic talent)

* Requirement: Debilitation Arcana (Novice)
* Spell Type: Enhancement
* MP Cost: 4
* Casting Time: Major Action
* Target Number: 11
* Test: None

You take full advantage of the neutralising power of the Debilitation Arcana. The entropic energy inside you is so strong that opponents making melee attacks against you suffer a –1 penalty to Fighting and Strength tests for the rest of the encounter.

## Important Conversion Notes

* Magic (Blood, Creation, Entropy, Primal, or Spirit) focuses become Intelligence ("Converted" Arcana) focuses. So Magic (Spirit) would become Intelligence (Anti-Magic Arcana), and Magic (Primal) would become Intelligence (Stone Arcana).
* Durations which are based on Magic are now based on Willpower.
* Damage which used to add Magic now adds Willpower.
Environmental Stunts (by Daniel M. Perez)

*This page links to Environmental Stunt rules created by Daniel M. Perez on WordPress.*

### Environmental Stunts

More than just your typical rainstorm but not quite a major storm system, heavy rains still dump a handful of inches of water over a period of time and generally make a day miserable until they pass. In some areas they are as regular as clockwork, showing up every day around the same time during the rainy season.

### The Swordstorm

In this post Daniel presents a more fleshed out example of an adverse weather system that should be generic enough to show up in most fantasy campaign worlds, a terrible system called the Swordstorm.