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Storm Rider Specialisation

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The Neverrans in Dragon Age are known for being dragon hunters. The following Specialization is my take on that fact.

This was going to initially be called a “Dragoon”, but as the potential for its further use opened up, Rob and I started seeing it as a “monster hunter” type generally. (The relationship between hunter and horse riding struck a chord of memory back to the delightful Team Ico game ‘Shadow of the Colossus’ – ed). It was then named Storm Rider, inspired by “storm chasers”, as in those who follow twisters – or the people driving in the opposite direction to the panicking people!

Staying on a monstrous creature: For each round to hold on, the character must pass a TN 15 Strength (Might) test. The monster can spend its minor action to increase the next TN required to TN 16, or a major action to make it TN 17. Otherwise, the monster can instead attempt an opposed Dexterity (Acrobatics) versus the player’s Strength (Might) as a major action, to shake them off.

giant stomp

Storm Rider

Class: Warrior

Requirements: Dexterity 4, Polearms Group and Mounted Combat (Journeyman)

Special: All Specialisation Talent degrees only come into effect while wielding a weapon from the Spear or Polearms group

Novice: As part of a charge action you can perform a Strength (Jumping) vs your target’s Dexterity (Acrobatics). If you succeed then your attack roll gains a +2 benefit and you gain +1d6 to damage to that attack. When on horseback, you must be adjacent to your target, it must be a monstrous creature and the Strength (Jumping) test is against it’s Defence, in effect, this latches the spear or polearm into the creature, making it unusable until removed with a minor action.

Journeyman: While wearing heavy mail or lighter, the Storm Rider reduces his armour penalty by 1, to a minimum of -1. In addition, they gain a +2 to Strength (Might) tests to remain on the back of a monstrous creature. If the spear or polearm remains stuck into the creature without being pulled out, the the Storm Rider gains a +4 to Strength (Might) tests to hold on.

Master: When performing the pierce armour stunt, the Storm Rider does penetrating damage instead. When on the back of a monstrous creature, this effect applies to all weapons, not just Spears or Polearms.

Explorer, Protector, Soldier, Spy!

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Explorer by Chris Ocampo.

You can never be too young, too rich or have too many specializations. Here are four specializations I’ve been developing as part of my Eberron mod for the AGE system, which in turn is based on Josh Jarman’sDragon Hack.’ Some of the inspiration for these came from Pathfinder prestige class powers, 4th edition paragon paths and random creative thoughts. Hope you like them!

Explorer

Mage, Rogue and Warrior Specialization

Explorers yearn to discover new lands and peoples, sometimes for fame and glory but often just for the sheer joy of finding something new. They are adaptable, and are never satisfied with staying in one place for long.

Explorer Talent

Class: Mage, Rogue or Warrior.

Requirement: You must have Cunning and Perception 3 or higher.

Novice: You have a knack for finding your way. You gain a +1 bonus to all Cunning (Cartography), Cunning (Navigation) and Perception (Searching) tests when trying to find or follow a path or directions, or read a map.

Journeyman: Your travels have made you resourceful. You can perform the Resources at Hand stunt for 3 SP rather than the usual 4.

Master: Travelling far has made you quick to learn. You can learn a new language in half the time it usually takes, and can ‘get by’ in only week or so. You love to seek out the new, gaining a +1 bonus to all Cunning (Cultural Lore) and Cunning (Navigation) tests when in a region or country you have never been to before. This bonus applies for a month or so, or until the GM rules you have started to settle there.

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Three New Specializations

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A recent post on Dragon Age Oracle (Specializations in AGE, by Caelen O Ruairc) sparked some interesting debate and a request for more specializations. So here are, three specializations that I’ve been working on as part of an “AGE of Conan” mod that I’ve been developing. I think they are general enough for most games but I’d certainly appreciate any feedback! 

Corsair

Warrior/Rogue Specialization

Whether a pirate or a privateer, on the Western Ocean or the Vilayet, as a corsair you are a master of the seas.

Class: Warrior or Rogue

Corsair Talent

Requirement: You must have a Dexterity of 2 or higher

Novice: You learn the Cunning (Seamanship) or Cunning (Navigation) focus.

Journeyman: You can understand the pirate code used by your group or in your area. Also, you can re-roll any Strength (Might) or Dexterity (Acrobatics) tests that are made on board a ship (e.g. in the rigging, when boarding another vessel etc) but must keep the results of the second roll.

Master: You can re-roll any Cunning (Seamanship) or Cunning (Navigation) tests but must keep the results of the second roll. When acting as the captain of a ship you gain +1 to all Communication (Leadership) and Cunning (Military Lore) tests.

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Specializations in AGE

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The AGE system presented in Dragon Age Set 1 provided many ways to define your character.  Background, class, and Talents could be combined to create characters with a lot of diversity.  Set 2 brought us Specializations, which allowed players to go a step further in making their PCs stand out from the rest.  It provided three Specializations for each class, for a total of nine.  These allow for a variety of character types, especially for most small to medium-sized gaming groups. However, there is also plenty of room for additional specializations, whether for specific campaign settings or for more generic fantasy settings.

When I started writing Specializations, I was focused on Stunt Points.  I thought up a number of abilities that allowed characters to use Stunt Points in different ways and created Specializations around them.  But something seemed odd, and I made myself read through the Specializations in Set 2 again.  What I realized is that out of the 27 powers throughout the Specializations, only two of them rely on Stunt Points.  This made me sit back and think a little more about how new Specializations should work.

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