Wednesday, November 30, 2016

Slave Prices in Ancient Tevinter

Fenris: I didn't realize you were in the market for a slave.  Hawke: A.) I will pay her.  B.) Slaves are useful.

In our first tabletop session of Dragon Age, the questions came up: How much would a single slave cost?  Could someone who is not a noble afford one, if they were so inclined?  Since it was a serious inquiry on behalf of the player character, I looked into it at the first opportunity.  A search of the wiki brought up nothing when it came to actual pricing.  A search of the internet came up with an old thread on the now defunct BioWare forums (I had to use the WayBackMachine to read it).  The thread was mostly full of bickering, with very little discussion of the economic aspects.  

I am still getting a handle on the currency and value system in Thedas, so I started asking around on RPG.net, the Green Ronin forums, and a Dragon Age group of Facebook.  I was curious to know what people would use to establish a baseline price.  Some folks turned to historical figures from the real world, which is understandable.  Others turned to the value of other types of property in Dragon Age, such as magic items or horses.  Some referred to the video games, while others referred to food and lodging costs in the tabletop core book.  All in all, I was glad and proud to see folks taking the question as an academic, fictional exercise.  Nobody got nasty or pointed fingers.  The conversations stayed adult and helped give me a lot of food for thought.

I am no stranger to gameifying slave costs for a tabletop campaign.  I had to do it for D&D years ago, but I was much more familiar with the monetary system and values at play.  I am also working in a historical period set well before any of the video games or novels, during a time when slavery in Thedas was the norm and not done on the sly.  While I don't want to deal with complex formulas and every possible variable, I do want some variation based on a few factors.  So I went back to my chart for D&D and started fiddling with it, adjusting it for the races, classes, and stats of Thedas.  

I decided against trying to fall in line with real world historical precedents and to stick with the game's setting, instead.  There are too many societies that have had slaves and too many variations in the prices in the historical record.  From there, it seemed best to start with the basic wage a day laborer would earn as a baseline figure.  The cost for a meal and a stay at the cheapest inn is 10 cp, so that seemed like a reasonable daily wage.  Based on a suggestion on RPG.net, an average day laboring slave would cost 600 days' worth of the daily wage at the time.  In Thedas, this means the slave would be paid off and begin to generate profit after about two years (and would start at a price of about 60 sp).

In ancient Tevinter, I've already established a few things: First, dwarves are never sold as slaves by the empire, not even the casteless.  That is due to their rock-solid dealings with the dwarven kingdoms (and the dwarves' desire to keep the casteless close by and desperate enough to do their dirty work).  Secondly, mages are not sold as slaves, period.  If they are punished with servitude for some kind of wrongdoing, they are placed under the control of a senior mage, but no mage is sold out of fear of what the local Circle would do.  Elven mages are slain immediately upon discovery.  That eliminates some basic choices but leaves plenty to work with. 

In a previous post, I established that the entire elven race is kept in bondage.  They alone cannot earn freedom after a period of service or have it bestowed upon them by a master's death.  Any elf born is an elf raised in slavery.  While this is grim for the elves, it also reduces their overall value since they are far more plentiful as slave stock than humans.  The Qunari haven't made a real appearance yet in 800 TE, so they are not available.  And since humans can be sold for terms of indentured servitude that will end, that will also have to be accounted for, since they will eventually have to be replaced.  Based on all of the above, I have come up with the following:

RaceBase PriceClassesBase PriceLevelMultiplier
Dwarf-----Mage------1-----
Elf15 spRogue20 sp2x2
Human30 spWarrior30 sp3x3
Qunari------NPC Combat15 sp4x4
NPC Non-combat10 sp5x5

The base price is established by adding the cost for race to the cost for class and then multiplying by the slave's level.  Then, that figure is adjusted based on the slave's stats, age, and term of service (for humans).

StatisticsAdjustmentAge and AdjustmentHuman Adjustments
Weak -2Subtract 30 - 50%Child: -5 to 20%Permanent slavery: +50%
Slow -1Subtract 10 - 20%Adult: no changeTerm of service (less than 10 yrs.): -20%
Average 0No adjustmentMiddle aged: no changeTerm of service (more than 10 yrs.): -10%
Gifted +1 - +2Add 10 - 20%Old: -25%
Exceptional +3 and upAdd 30%, + 10% per point above 3Venerable: -50%

Some institutions or individuals are so wealthy that they can afford to buy slaves in bulk.  Generally speaking, a lot of slaves is assembled from a group of people with below average and average statistics.  Most lots are made up of the same type of slave, from one race and one class, at first level.  Individuals with player character classes are not usually included in bulk sales.  When purchased in large lots at once, the price for all of the slaves is totaled and then reduced as follows:

50 slaves = 5%  
100 slaves = 10%  
200 slaves = 15%
300 slaves = 20%
500 slaves = 25%
1000 slaves = 30%

Last but not least, Investigating the seller(s) and market ahead of time with a successful Cunning: Evaluation or Research test could grant a small bonus to the haggling check.  The final deal is sealed with a Communication: Bargaining test to try to reduce the final price one more time.  Communication: Deception or Persuasion tests or a Strength: Intimidation test might be substituted, instead.

For most Soporati citizens of Tevinter, it is not worth the upfront price or the extended risks to own slaves.  It is easier to hire voluntary workers when and if they need them.  Likewise, it should be noted that some citizens would rather not own people and find slavery less than palatable in their daily lives.  As a way of repaying crimes, it is acceptable to most; beyond that, many are glad not to participate directly.  A few of the lower class will purchase individual slaves as status symbols or as a kind of family heirloom (or even out of hidden affection or a desire to make sure they are treated well enough), but they are not the norm.

Hopefully this guide will provide enough variation without being overwhelming, and can be easily altered for other historic periods or conditions, if anyone needs prices for their games.  

Please keep in mind that this is entirely fictional and is not meant to advocate for slavery, past, present, or future, in any way.

Sunday, November 27, 2016

The Adventures of Caelius, Part I

Art of Kirkwall from Dragon Age II

I am pleased to announce that we have finally - after much preparation and too many interruptions - started our Dragon Age tabletop adventure.  It is based on the work that I have shared on this blog and was helped along immensely by the resources I have gathered here, as well as cheat sheets that were shared with me by members of the community.  I decided to go entirely digital with this campaign, except for a couple of pages I printed out for quick reference and Nate's character sheet.  I think that ended up being the right choice because everything is legible, easily able to be modified, and easily shared.

In-Game Events: The session started out on a slave ship originally set out from Neromenian, Caelius’ hometown and base.  It has 300 female slaves from prepubescent to late adult ages (mostly elves, but also humans), about 30 soldiers of the Second Cadre (the PCs are the Sixth Squadron), and the sailing crew.  Their orders are to dock at Tallo and march inland to deliver at least 200 female slaves to a station up the river from Nordbotten in the Hunterhorn Mountains by Parvulis the first (within six months).  Crew can pursue other leads and avenues so long as they are on schedule with at least 200 healthy female slaves capable of childbirth.

We began on Nubulis the 8th, not far from Asariel.  A row of five slaves who were cleaning fish while chained together tried to make a dash overboard, with land in sight of the ship.  Caelius, alert on deck, caught them before they got far and had quite a scuffle with them.  Two of the women, both elves, stabbed him with their knives and one of them got in a better wound than he expected.  He was able to subdue them all as backup arrived to take them below.  Since he caught them, it was up to him to decide what to do with them.

Caelius decided he wanted to speak with the two who stabbed him.  This made me glad that I'd gotten ideas for what they were like based on some quick draws from my tarokka deck, and that I had my name lists ready.  The tarokka deck seemed suited to a darker game like Dragon Age and worked like a charm.  Another great thing was the way Caelius gelled with Gallus and Sonia (his NPC rogue and mage), since he kept them with him.  They had continual banter that felt natural, gave that comic relief you find in Dragon Age games, and made them feel like people with history.

Caelius: If you hated yourself more, I might have a chance with you.
Sonia: You will *never* have a chance with me.
Caelius: See? Self-respect!

Nalle, the first elf, already had some scars and a haunted look.  She described some rather rough usage from prior owners when he asked about her scars; she had a story for each one.  Caelius shared some of his and expressed his desire to get all of the slaves to the end goal alive and well.  When she reported some extra rough usage of slaves in the cargo hold by a couple of soldiers, Caelius actually said he would look into it.  He decided to brand her on the hand so that she would not be given weapons again, and with the door open in the kitchen so the slaves could hear but not really see everything.  Otherwise, he offered to do what he could to keep the slaves from real harm if she would tell him what was going on.  They came to an understanding without any dice being rolled.

The other elf, Marelanna, was the one who had stabbed Caelius most deeply.  She was interviewed with care in Captain Fortir's quarters, since she had seemed to know how to use her knife a little too well, and she had urged the women to keep fighting.  It turned out that she was a hunter with a small, hidden dalish clan.  She had overheard their destination and was afraid to be sent so far for an unknown purpose.  Caelius believed that she would keep fighting, so he offered her a deal: He would find a way to make sure she wasn't delivered to the Hunterhorns, swapping her out for another slave, if she would stop causing trouble for the rest of the trip.

To Marelanna's surprise, Caelius had Sonia heal the considerable bruising to the side of her face he had smashed with his maul.  They also came up with a ruse to make it seem like she was going to get her due punishment.  Gallus and Sonia beat the captain's hammock (covered in a tarp) while Caelius whispered shocking things to get Marelanna to make sounds that would seem like she was being beaten.  When Nate rolled his Communication check he got some stunt points, and he decided to use the flirt roleplaying stunt - but he got the lowest possible result on that check: three 1s.  Not only did Sonia and Gallus overhear the extremely awkward attempt, but Marelanna was left not quite knowing what to make of it.  Hilarity was achieved as Nate made the most of that bad roll.

The group took Marelanna to "the pit," a solitary hold in the dark, and pretended to throw her in harshly.  After taking a late watch, in which Caelius kept an eye on the soldiers Nalle told him about, they rested.  The next day, Caelius pocketed some of his lunch and went into the pit, leaving Gallus as a lookout.  He learned more about Marelanna and made another awkward overture that was accepted.  The game ended with a fade to black while Gallus sang a pirate song outside to cover up any errant sounds.

Observations: It took some page-flipping and quick reading, but both of us liked how easy the system was to start out with.  Stunt points were plentiful, stunts were interesting but optional, and that Target Number system was fine for miscellaneous tasks.  There were options for combat outside of stunts, as well, so there was always something to do.  I found a small error in Sonia's build (giving her Chirurgy without the focus required) but I've since fixed it.

One thing I couldn't find on the fly was a system for teamwork tests, where everyone pitches in to achieve the same goal.  I quickly decided to let Gallus lead the deception check, with Sonia and Caelius supporting his efforts to sound like they were beating Marelanna mercilessly.  His total was 19.  Sonia's was 17, so I added +3 for her effort (based on the ability generation system).  Caelius got a 12, still decent, adding a +2 for a total of 24.  It would take someone with experience and luck to listen through the door and figure out they were lying.

I flagged the key sections in the book so for the most part page flipping was fast.  I am using the print version of the book, since I still prefer dead tree roleplaying guides, and we only have one print copy.  I'm glad to have gotten the PDF with my purchase so that if Nate needs his own copy, we can use it.  I was able to use the fold-out map to show him where Caelius is and where he's scheduled to go.  But we didn't feel beholden to the book.  I got a lot of use out of this blog as I had Nate choose a god for Caelius (Toth) and I made a copy of the journal to take notes in.  I know there were other posts I referred to as time went on.  So this blog is working as intended.

One thing that kept coming up during play was Caelius insisting, "They don't pay me to think."  He tries not to think about a number of the larger things going on around him, like slavery.  The day after the game, Nate realized that it's because Caelius actually doesn't like slavery much.  He doesn't see why the elves should never have the chance to win their freedom.  But he also knows he's a small cog in a big machine.  He is, however, in the right squad, as neither Sonia nor Gallus care for slavery much outside of repaying debts or crimes.  This gives Tevinter more depth and humanity than I've seen in the video games.

I was rusty after not having run in a while, but to paraphrase Nate at the end of the session: Well, that was definitely a Dragon Age game.  Racial oppression, messed up situations, sex and banter - and a guy stuck in the middle who isn't sure how much he can do to help.

Achievement unlocked: Ran our first session of Dragon Age the tabletop game

Tuesday, November 22, 2016

A Reason I Love Dragon Age Roleplaying: Serah and Messere

"I thank you, serah, for coming along when you did.  I am Emeric."

You can play a male or female main character in any of the Dragon Age video games, without penalty and causing only a few changes to the flow of play.  There are no statistical differences or barred class choices.  You take on the same storylines, with few variations (that I'm aware of).  A few companions won't be romantic options, but that has to do with them acting consistently with their sexual orientation.  

There are some gender role references, but they are only so strictly enforced.  There are expectations that high-born people marry and have children, but that is important for everyone in the upper classes.  You can find males and females taking up the same roles across Thedas, from leadership positions to martial roles, all the way down to the casteless dwarves of Orzammar.  Mothers are not the only ones known to have or value their children, and relations between the sexes can be nicely nuanced.

Most NPCs treat you the same, as well, with little sexist influence to be found.  Sten, as a Qunari, makes more statements about proper roles for women than just about anyone in Origins, and even he changes his tune about you as you show him your power.  The arishok you interact with in DA:2 can come to respect you more than anyone else in the city.  Real respect can be earned from many people, though some will hate you no matter what you do or intend.  But they'll hate you for reasons that have nothing to do with your gender.

And in DA:2, "serah" and "messere" are terms of respect you come to hear often (between equals or a person of lower status addressing someone of higher status, respectively).  They are completely gender neutral and after a while they just sound right.  While Thedas is a medievalesque setting, it is one with available birth control and a different history.  The differences are simply woven into the larger whole without direct comment, leaving the world open to male and female adventurers alike.

It's something I've come to enjoy more as time has gone on, and something I aim to emulate when I run a tabletop game in the setting at last.

Sunday, November 20, 2016

The Face of Thedas 800 TE: Tevinter, Part 1

Map of Thedas, edited (see how below)

The Heart of the Empire in 800 TE

The region where the first human tribes settled in Thedas has remained verdant and reliable, receiving cool ocean breezes along the coast and good rainfall further inland.  This has helped to support a burgeoning population, even in leaner years.  The hills scattered throughout protect the valleys from winds and other destructive weather, and mountains provide clean water sources from the edges of the territory.  The Minanter River has become a steady thoroughfare for boats and new towns are likely to spring up along its path in the future.

Many of the worst beasts have been eradicated or driven away in the last five centuries, but swift attacks on land and from the sea continue to keep Tevinter's soldiers busy (in addition to their duties tending the slave trade).  Not a few nasty surprises have come from within the Silent Plains.  This is where it is said the city of Barindur once existed more than a thousand years ago, before being wiped from the face of Thedas by the wrath of Dumat.  No new settlements have been planned in the stretching dunes and caravans do not dawdle there.  Luckily, the road is well maintained so they don't have to linger.  Rumors that the desert is cursed persist.


The Reach of the Imperium

The Imperial Highway starts in the capital of Mintrathous and snakes along the interior of the continent, reaching most places a civilized Tevinter citizen cares to go.  It is regularly patrolled by soldiers, since the highway draws everything from beggars to bandits to inhuman predators seeking sustenance.  There are not always enough patrols to cover stretches that are furthest away from civilized areas, however.  The road currently ends at the fortress of Ostagar in Ferelden, which Tevinter forces are holding with all of their might.  Rumors say it is nearly ready to stage the full-fledged invasion of Ferelden that it was constructed for.

Tevinter influence in 800 TE is felt far and wide, but to varying degrees.  The Donarks are distant and wild enough to have settlements that are mostly independent.  The Hunterhorn Mountains and Tirashan forest have a few outposts, but many places to hide.  The Frostback Mountains remain dangerous, which is why the highway has been built around it.  The expansion of the road across the midsection of Ferelden cost the empire dearly, but the Krayvan family of Emerius poured their gold and influence into it.  Since it is now serviceable (though not complete), upper crust Tevinter families are getting ready to bring their culture to the Almarri tribes, along with a change in leadership.

The first, most esteemed, and most developed cities of the Imperium are north of the Silent Plains, where the Tevinter tribe took hold and became prosperous enough to overtake their neighboring tribes eight hundred years ago.  Bounded on the west by the Blasted Hills and on the east by the mountains where the Hundred Pillars stand, the heart of the empire begins at the Minanter River in the south and ends north at the Nocen Sea.  (The jungle island of Seheron is Tevinter territory but sparsely settled.)  No matter how far it extends its reach, this cradle is the home of Tevinter's mightiest noble houses.  The towers of Minrathous remain the goal of citizens at the furthest reaches of the empire.


Peoples and History


By this point, the initial tribes that came together under the Tevinter banner in the cradle of the empire are largely intermarried and indistinguishable, though the more martial traditions of the Neromenian tribe are felt stronger in their old bastions.  




Asariel - The City of the Dead is known for several things, chief among them its catacombs and echoes (commonly called ghosts).  These natural and expanded caverns have served as the resting places for the Imperium's most hallowed dead for over four centuries, and the city has enjoyed respect for its dedication to Dumat as god of the dead.  Prices and tithes are high everywhere, since the inhabitants are greedy and so close to flush Minrathous.  The local bureaucracy is ruthless and crushing, but deals more with squeezing the living than supporting the city.  Many of the older edifices are untended and falling into ruin.  Otherwise, the inhabitants are friendly and patient.  As a bustling center, the city suffers from awful smells due to the overrun sewage system, the trade in bodies, and tanning.  The whole area seems desperate for distractions, whether they're stories, strong drink, or something else entirely.

Carastes - This quaint town could be a city, and in some ways it is.  Warm villas sprawl along the hillsides, giving way to buildings on stilts, beautiful bridges, and docks extending out over the water.  The environs have been sculpted, painted, and carefully arranged to take advantage of the romantic views.  Those who manage to live there are quite comfortable, though they must often repair major damage to their homes due to the elements or attacks from sea creatures.  Most can only afford to visit or spend a season, however, before they are priced out.  This doesn't mean that the town is empty, but that most faces don't linger for long.  Some citizens earn their keep by dealing in rarities and feeding the endless appetite for luxuries.  Those who can show true skills in the arts have a chance to become members of the artists' colony there, so many make the journey to be judged.  But in the sleepy sameness of a pampered life, the people jump at any new source of competition and acclaim.

Cumboros - This town sprang up out of sheer efficiency - it was at the end of the Imperial Highway and on the water.  The effort was well funded and enough citizens were sent to serve the empire, but it hasn't taken off the way many believed it would.  For one thing, it's colder, taking on chilly breezes from the Waking Sea.  The area tends to give visitors an unsettlingly calm impression, but the natives are known for having volatile tempers.  And the priests of the Old Gods are particularly devout and dedicated to controlling everyone's lives.  Thus, Cumboros has excellent natural defenses and sanitation, but struggles to maintain enough hands.  Nearby is a pit whose depths have not been explored due to prohibition from the priesthood.  Instead, offerings are made to the various gods throughout the year by being thrown inside.  Lately, offerings have been desperate due to an alarming uptick in infant deaths.  

Dolus - The decadent town of Dolus is a world away from its neighbors in temperament and goals.  It is hand-waved as a serious destination because of its overzealous dedication to Urthemiel, Dragon of Beauty.  The whole area is a haven of intoxication, aphrodisiacs, festivals, and food.  Its people can afford such luxuries because of the tariffs charged on any trade through its territory, the exporting of drugs and other fare, as well as deals important families set up to keep the locals supplied.  Bribery, nepotism, and other forms of corruption are expected at every level, as is participation in the fun.  Needless to say, one needs to be hale and hearty to survive a long stay here, and the population suffers at times from fatal overindulgence and accidents.  It is revitalizing currently, clean and bright and open to attract a new crop of those looking for a good time.  The townsfolk are quite open to suggestions and hospitable - quite open, indeed...

Emerius - The City of Chains is a main supplier of jet and other stones, with extensive mining operations and a great deal of slave labor.  Carved out of the rock walls along coast, it is the heart of the slave trade and the latest of the great imperial cities.  Since it is a valuable port, it is defended by the Fourteenth Cadre, also known as The Black Cadre, a particularly vicious squadron of the army.  Most Imperial soldiers find it a punishment to serve there, with the sheer crush of people, the threat of slave revolt, and the Cadre's notorious hazing rituals.  The Gallows fortress in the habor is filled with statues of tortured slaves and the bodies of those executed to maintain order.  It is largely regarded as a dirty, troublesome cousin by the magisters (even if its upper wards are clean, with excellent flagstone streets).  Occupants make their lives bearable through bribes, extortion, and blackmail.  A few make their reputations through stunning (and often suspicious) acts of charity.

Iscara - This town has been famously rebuilt after a long and irregular series of disasters (from a flood, to a massacre, to a landslide, to wars between leading families, to a high dragon attack).  Its growth has been curtailed by these hardships but its leaders continue to hope that it will gain the support needed to become one of the great cities.  The perfect soil, pleasant temperatures, and proximity of the Imperial Highway make it a prime location.  The Iscara family continues to offer land and other rewards for those who will keep and defend it (though any who wish to leave must pay a hefty toll, or else).  The township has a sparse population right now but swells in numbers during major army movements and trade in the area.  It is a common stop and has a stalwart reputation.  Visitors are warned to avoid Iscaran grudges and vendettas and the area does a steady business in poisons and contract killings.

Marnas Pell - The Defiant City (or as locals call it, the Thrice-Ruined) is a badge of honor and a resentful wound in the side of the empire.  First, pollution from being close to the City of the Dead continues unabated.  Bodies carried through its territory leave vermin, disease, and disgust in their wake.  Then, a magic experiment gone awry several centuries ago led to a major ongoing problem with local features, and a wide swath of the city will realign itself at sporadic intervals.  It is a problem that none of the mage circles have been able to solve.  Finally, experiments allowed within the city have led to boons and banes, as well as ghostly echoes and other problems.  Praised for its breakthroughs and buoyed by support from all of its temples, Marnas Pell is regularly overrun by visitors seeking miracles.  Natives hold on to hopes that a new spell or item will stabilize their chaos, and try to keep their heads down in the meantime.

Wednesday, November 16, 2016

Introducing Gallus Gallo, Tevinter Rogue

A great portrait that's similar to Gallus by Sara Biddle

Gallus Gallo is part of a family that has gained its employment through hunting runaway slaves and their sympathizers, as well as debtors of all kinds.  As a child, he played lookout and eventually was tasked with finding people and reporting back.  This led to some kidnapping attempts and other harsh lessons, until he got it right.  (One of his sayings is: "Nobody suspects a kid.  And if they do, you know they're messed up like me.")  As one of the smaller men in his family, he knew he'd never make it as an enforcer but with his people and tracking skills, he knew he could find a place in the army.  He joined up with his cousin Manius, who was eventually moved to another unit.

Since his family travels often in the course of work and is quite prolific, he could meet them anywhere - but one of his goals is to finally get beyond their reach, where he can make his own contacts and reputation.  Though he seems to be a wiseguy who doesn't take much seriously, those who get to know him realize that he thinks about a lot more than anyone gives him credit for.  He doesn't believe that the Imperium is as safe or strong as it claims to be, or that those in power are in the position to see why.  It will be the little guys with the best information who preserve the empire, and he intends to be one of the most useful little guys Tevinter has ever seen.


Hard to rile and maddeningly optimistic, Gallus only gets mean when he must - but when the occasion comes, he gets dirty very quickly and without hesitation.  While he's not a coward, he has been known to be fickle, especially when the tides seem to be turning against him.  He is agreeable to those he knows but can play the devil's advocate with those he doesn't, prodding them and trying to see what makes them tick.  He can be strikingly candid for one who deals in secrets, but he swathes most of his communication in jest, innuendo, and wit.  He is known for having a "nose" - a penchant for sniffing just about anything and anyone, and letting that guide him.  


He is a lover of cheeses of all kinds, and always has some on his person for when the road gets rough.  (This backfired when he bought a pound of dwarven cheese that was downright awful and then couldn't even give it away.)  He enjoys games of many kinds, but usually the type that foster a brotherhood, like dice and cards.  This might get him into trouble at times, but it also gets him intel.  He makes it plain that he'll try nearly anything once, including people, and he apparently has a string of former lovers that includes both genders, many skin tones, and some stories that may or may not be 100% true.  But those close to him know that he's holding out for "the girl from Minrathous" - a young woman he got to know during a stay in the capital but has not seen since.


Gallus usually says he follows Zazikel because "We're already two of a kind.  There's no use being coy about it and trying to make him jealous with some other god."  But he regularly stops by Urthemiel's temples, and has been rumored to attend Lusacan's services when no one is watching.  He's been known to take fortune telling seriously, but whether as omens of Zazikel's or Lusacan's, no one knows.  Likewise, no one really knows how he feels about slaves.  Sometimes he's as rough with them as any member of the Gallo family, and other times he offers extra food and kindness without asking extra from them.  But as the man himself says, "It's better if no one else knows which game you're really playing."


NAME:Gallus GalloDEFENSE:13SPEED:13
AGE:23ARMOR:3MOVE:13
GENDER:MalePENALTY:0CHARGE:6
CLASS:RogueHEALTH:32RUN:26
SPECIALIZATION:LEVEL:1XP:
RACE:HumanBACKGROUNDALLIES/MINIONS
HEIGHT:MediumTevinter Soporati
WEIGHT:LeanORGANIZATION
EYES:BrownTevinter Army
HAIR:BrownRANK/TITLE
SKIN TONE:TanGrunt

COMMUNICATION2DEXTERITY3STRENGTH2
DeceptionBrawling
CONSTITUTION2MAGIC0WILLPOWER2
CUNNING2PERCEPTION2LANGUAGES
Tevinter
Trade Tongue

MELEE WEAPONATTACK ROLLDAMAGEFOCUSQUALITYMATERIALMAGIC/RUNE EFFECT
Shortsword3d6+31d6+2
Imp. Weapon3d6+51d6-1X2

RANGED WEAPONATTACK ROLLDAMAGESHORT RANGELONG RANGERELOAD TIMEFOCUS
Long Bow1d6+326 yards52 yardsMinor Action

TALENT NAMENOVICEAPPRENTICEJOURNEYMAN
BackstabAtk +2, +1d6 damage (pg 36)
Rogue's ArmorIgnore penalty of leather armor
ScoutingCan re-roll failed Stealth; accept 2nd

ARMOR/SHIELDRATINGPENALTYMAGIC/RUNE EFFECTIMPROVEMENTSLOTSQUALITY
Light leather30

TALENT NAMENOVICEAPPRENTICEJOURNEYMAN
BackstabAtk +2, +1d6 damage (pg 36)
Rogue's ArmorIgnore penalty of leather armor
ScoutingCan re-roll failed Stealth; accept 2nd

EQUIPMENT
BedrollBackpack
Chain*Traveling Clothes
Shackles*Water Skin
WhetstoneQuiver (20 arrows)
WhistleSoap
Crate (personal)Bowl, metal
Rations (1 week)Mug, metal 
Flint & steelCheese
Smoke bombStinker
Spark tubeRope, 20 yds.
Hunter's snare
Lockpicks
Items in italics are either free starting gear or part of the Tevinter army package of: bedroll, chain, shackles, whetstone, whistle, crate (personal), and rations (1 week's worth).  Chains and shackles must be replaced out of pocket if damaged or lost.  Other gear will likely be replaced at the nearest Tevinter outpost so long as the outpost has the items to spare and the character is in good standing.

Note: Gallus is an NPC for our upcoming Dragon Age campaign.  I followed the directions for character creation closely, except for adding a standardized package of some free gear that all members of the army get.  If anything seems off, or missing, or if you have any suggestions for starting-level ways to improve his build, please do let me know.  I'm still new to the system by Green Ronin, and it's been such a crazy week that I could have missed something important.  Either way, I'm trying to stick with the rules as written for now so I can see how they run.  And yes, his attributes are high, but were rolled fair and square.