Hey! I'm definitely not the GM but I can definitely tell you a bit about how we're integrating Dragon Age lore and mechanics!
So were using a modified version of the FATE core system, called Grit and Glory! The exact modified system is the creation of our GM, but generally FATE core mechanics should work, since the main changes were to make combat move faster and have higher stakes! We adjusted the skill tree (since obviously things like "Drive" aren't going to be as relevant), and added a second skill tree breakdown for different magic schools/focuses (for example, my character has taken her highest skill as a Spirit Healer, and also has proficiency with Primal magic, just not to the same extent).
The FATE system works really well for running games set in like... franchise worlds (for example, my first campaign using the system was a Mass Effect campaign) because it doesn't really have its own lore, and the system really encourages creative solutions, improv, and making the rules work for your narrative! There's a lot of room to play and for players to argue how to use their skills in different settings.
If you want to get the details on exactly some of the rules of our Frankenstein system I can ask the DM if I can share some of the screenshots from our rules and skills chats, but generally messing a bit with the FATE core skill tree should be enough to at least get you going.
Hope that helped at all lol!