• This entry is part 1 of 3 in the series Dragon Age Magical Items

    The official Green Ronin’s GM guide to Dragon Age came with a few items; In preparing for my first game, I’ve decided to give the PCs some more items to play with, and have the idea of using existing items from the CRPG instead of coming up with my own. So today I would start with enchanted swords, and slowing move my way down. The list comes from the official Prima’s Strategy Guide, to give credits where it is due.

    Also bear in mind that currently there are no rules for runes at all for enchanted items, so they are significantly weaker than they could be in the CRPG. GMs who wish to have a less emphasis on gears may want to keep it this way.

    Until Green Ronin comes up with the various steel and metal used to forge weapons in the game, assume the enchanted weapons does base damage as usual. Generious GMs can give damage bonuses based on the material (for example, Iron -1, Grey Iron +0, Steel +1 and so on).

    As the PnP system uses a curve instead of a linear system from the CRPG, I halved all stat bonuses by 2, always rounding up (lest some items become useless)

    Daggers

    Beastman’s Dagger: +1d3 backstab damage
    Crow Dagger: +1d6 backstab damage
    Darkspawn Dagger: Requires minimum dexterity +1, reduces AR by 1 for this hit
    Enchanted Dagger: +2 Attack
    Fang: +6 Attack
    Gift of the Grey: +1 Stunt Point
    Noble’s Dagger: +1 electricity damage
    The Rose Thorn: +1 Dexterity, restores 1 HP every 2 round, +1 damage, +1 Stunt Point, +2d6 backstab damage
    Thorn of the Gods: +1 damage, reduces AR by 3 for this hit
    Thorn of the Dead Gods: +1 damage, reduces AR by 1 for this hit
    Varathorn’s Dar’Misu: reduces AR by 2 for this hit, +3 Attack

    Shortswords/Longswords

    If a name of an item below doesn’t have the word ‘longsword’, whether it is a shortsword or a longsword is up to the GM to decide.

    Darkspawn Longsword: Minimum Dexterity +1, reduces AR by 1 for current hit
    Dwyn’s Sword: Messy Kills (GM describes death in the most gory manner possible?), +1 to resist rolls vs. spells
    Cousland Sword: +1 Damage, +2 Attack, Warrior/Rogue only
    Fine Dwarven Blade: +1 Attack
    Imperial Edge: +1 damage, +1 Stunt Point, +3 Attack
    Keening Blade: Reduce AR by 2 for this hit, +3 Attack, +2 cold damage, Warrior only
    King Mairc’s Blade: AR 1 against cold damage, restoratve spells grant +1 Health per die rolled, Warrior only
    Oathkeepr: Reduces AR by 2 for this hit, restorative spells grant +1 Health per die rolled
    Saw Sword: +1 damage, 1 additional SP if dragon dice is odd
    The Green Blade: AR 1 against natural damage, +2 damage against beasts
    Topsider’s Honor: AR 2 against natural damage, +1 damage against spirits

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    Posted by extrakun @ 12:00 am

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