I’ve written about how much I like the Dragon Age RPG from Green Ronin before. I’m a big fan of the system — I like the Stunt system, the simplicity of advancement, the way Ability Scores are used — and the fact that a total newbie can start playing in about 5 minutes, no problem.
I’ve also written about how much I grew — over time — to dislike playing 4E D&D. I loved it once, but WotC just kept making me dislike it more and more… but then I got to thinking… Why not combine the two?
After looking at an amazing document by Byron Molix converting a lot of the old Mystara world into AGE, I decided I’d try my hand at converting some of the parts of 4E that I love to the AGE system and see what happened. I started with the Tiefling. I noticed two things right away. The first is that 4E races are going to be a little more powerful than the Backgrounds presented in the Dragon Age book. That’s not a problem, since I’ll be tweaking Humans, Elves, Dwarves, etc as I go anyway. Two, Dragon Age has some items that share a resemblance to 4E, such as taking a Breather after combat (Which equates roughly to a Short Rest in 4E), but it doesn’t have, say, Bloodied. Of course, this would be an easy modifier to add, and I probably would in a 4E/AGE conversion — so, when I converted the Tieflings I kept the mention of Bloodied. I’ll try posting a few more of these, maybe doing the Dragonborn next — but without further ado — here’s my take on the Tiefling.
There are plenty of good sources of information about the Tieflings background from 4E: Heroes of the Forgotten Kingdoms, the Players Handbook, Players Handbook Races: Tieflings, to name a few. I won’t duplicate any of their history here, just new mechanics for playing them in AGE.
Playing a Tiefling
If you choose to play a Tiefling, modify your character as follows
• Add 1 to your Communication ability. Tieflings have forceful personalities and need to communicate well to survive in the world.
• Pick one of the following ability focuses: COMMUNICATION (Deception) or DEXTERITY (Stealth).
• You have the Infernal Wrath Power. With this power, once, in each combat encounter, when you are struck by an opponent in combat (and within 20 yards of you), you may trigger this ability to do damage to that opponent. The opponent takes damage equal to your Level + your Communication (or Magic) Ability. Once you have used this ability, you may not use it again until you have taken a Breather or rested at least 10 minutes out of combat – to re-gather your energies.
• As a legacy of your heritage you are also resistant to Fire, taking 5 less points of damage from any fire attack.
• You can speak and read the Common Tongue and Infernal or Abyssal – the languages of Devils or Demons, spoken in ancient Bael Turath.
You gain a +1 to attack versus a Bloodied opponent (one at half health)
• You may choose Warrior or Rogue (See Mage for Tieflings as Mages)
Roll twice on the 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.
- 2d6 Roll/Benefit
3-4……Focus: Cunning (Ancient Lore)
5……….Focus: Communication (Etiquette: Demons and Devils)
6……….Focus: Constitution (Stamina)
9……….Focus: Cunning (Arcane Lore)
10-11.Focus: Willpower (Self-Discipline)