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	<title>GamesTopica.Net &#187; Dragon Age</title>
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		<title>Dragon Age Pen and Paper RPG Items: Arrows and Bombs</title>
		<link>http://www.gamestopica.net/2009/12/dragon-age-pen-and-paper-rpg-items-arrows-and-bombs/</link>
		<comments>http://www.gamestopica.net/2009/12/dragon-age-pen-and-paper-rpg-items-arrows-and-bombs/#comments</comments>
		<pubDate>Wed, 23 Dec 2009 14:45:50 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Dragon Age]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1361</guid>
		<description><![CDATA[<p>Enchanted items can easily make characters too powerful; one way to give players cool toys to play with, but still challenge them is to have one-use magical items, such as potions, wands with charges, and for Dragon Age cases, bombs and special arrows. Those arrows cannot be found in stores (unlike the CRPG!) and the bombs must be specially made. Since there is scant rules on crafting, I will just list the effects of those items and leave the methods of making those special items till later.</p>
<h2><span id="more-1361"></span>Bombs</h2>
<p>These alchemical creations explode in a variety of ways when expose to air, or when the mix of strange blackpowder within it is ignite, causing the clay jars or pots holding the mixture to shower upon the enemies. It takes a Strength test (3d6 + Strength) to make a good throw, and it at most can go up to 8 yards.</p>
<p>Bombs in the CRPG does good damage at the beginning (the Prima Strategy Guide lists them as doing 80 points of damage), but become lackluster towards the end of the game. As characters in the CRPG starts with 90 to 110 Health, and the PnP version starts with 20 to 35 Health, the bombs all do 3d6 points of damage.</p>
<p>As this is a PnP RPG game where stuff can be more flexible, I have added some side-effects of using those bombs.</p>
<p><em>Acid Flask: </em>3d6 nature damage within 4 yards, all targets take 1d6 points of damage next round, and 1d3 the round after. Double the AR for reducing damage from the Acid Flask.<br />
<em></em></p>
<p><em>Fire Bomb: </em>3d6 fire damage within 4 yards, will set flammable substance on fire<br />
<em></em></p>
<p><em>Freeze Bomb:</em>3d6 ice damage within 4 yards, puts out fire, creates a thick alchemical fog which gives -2 penalty Attack to those within<br />
<em></em></p>
<p><em>Shock Bomb: </em>3d6 electricity damage within 4 yards, make a Constitution roll with the TN as the damage done or else loses major action</p>
<p><em>Soulrot Bomb: </em>3d6 spirit damage within 4 yards, all those who takes more than 12 points of damage suffer -1 penalty to Magic for 1 minute</p>
<h2>Arrows</h2>
<p>Those arrows are either coated with a susbtance that does elemental damage, or weaved with magic to achieve their effects. Enchanting items is usually left to the Tranquil (or in some cases, a very talent Dwarven savant), and hence it is not possible for PCs to craft their own enchanted items within the constraints of Freleden.</p>
<p><em>Andraste&#8217;s Arrows: </em>Target suffers -2 Magic for one turn if hit<br />
<em>Arrow of Filth: </em>+1 Nature damage<br />
<em>Elf-Flight Arrow: </em>+3 Attack, use 3 Stunt Points to make a target unable to perform a major action<br />
<em>Fire Arrow: </em>+1 fire damage<br />
<em>Ice Arrow: </em>+2 ice damage</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>Enchanted items can easily make characters too powerful; one way to give players cool toys to play with, but still challenge them is to have one-use magical items, such as potions, wands with charges, and for Dragon Age cases, bombs and special arrows. Those arrows cannot be found in stores (unlike the CRPG!) and the bombs must be specially made. Since there is scant rules on crafting, I will just list the effects of those items and leave the methods of making those special items till later.</p>
<h2><span id="more-1361"></span>Bombs</h2>
<p>These alchemical creations explode in a variety of ways when expose to air, or when the mix of strange blackpowder within it is ignite, causing the clay jars or pots holding the mixture to shower upon the enemies. It takes a Strength test (3d6 + Strength) to make a good throw, and it at most can go up to 8 yards.</p>
<p>Bombs in the CRPG does good damage at the beginning (the Prima Strategy Guide lists them as doing 80 points of damage), but become lackluster towards the end of the game. As characters in the CRPG starts with 90 to 110 Health, and the PnP version starts with 20 to 35 Health, the bombs all do 3d6 points of damage.</p>
<p>As this is a PnP RPG game where stuff can be more flexible, I have added some side-effects of using those bombs.</p>
<p><em>Acid Flask: </em>3d6 nature damage within 4 yards, all targets take 1d6 points of damage next round, and 1d3 the round after. Double the AR for reducing damage from the Acid Flask.<br />
<em></em></p>
<p><em>Fire Bomb: </em>3d6 fire damage within 4 yards, will set flammable substance on fire<br />
<em></em></p>
<p><em>Freeze Bomb:</em>3d6 ice damage within 4 yards, puts out fire, creates a thick alchemical fog which gives -2 penalty Attack to those within<br />
<em></em></p>
<p><em>Shock Bomb: </em>3d6 electricity damage within 4 yards, make a Constitution roll with the TN as the damage done or else loses major action</p>
<p><em>Soulrot Bomb: </em>3d6 spirit damage within 4 yards, all those who takes more than 12 points of damage suffer -1 penalty to Magic for 1 minute</p>
<h2>Arrows</h2>
<p>Those arrows are either coated with a susbtance that does elemental damage, or weaved with magic to achieve their effects. Enchanting items is usually left to the Tranquil (or in some cases, a very talent Dwarven savant), and hence it is not possible for PCs to craft their own enchanted items within the constraints of Freleden.</p>
<p><em>Andraste&#8217;s Arrows: </em>Target suffers -2 Magic for one turn if hit<br />
<em>Arrow of Filth: </em>+1 Nature damage<br />
<em>Elf-Flight Arrow: </em>+3 Attack, use 3 Stunt Points to make a target unable to perform a major action<br />
<em>Fire Arrow: </em>+1 fire damage<br />
<em>Ice Arrow: </em>+2 ice damage</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
	
		<series:name><![CDATA[Dragon Age Magical Items]]></series:name>
	</item>
		<item>
		<title>Bows for the Dragon Age PnP RPG</title>
		<link>http://www.gamestopica.net/2009/12/bows-for-the-dragon-age-pnp-rpg/</link>
		<comments>http://www.gamestopica.net/2009/12/bows-for-the-dragon-age-pnp-rpg/#comments</comments>
		<pubDate>Tue, 22 Dec 2009 16:02:41 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Dragon Age]]></category>
		<category><![CDATA[Other Systems]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1357</guid>
		<description><![CDATA[<p>Last time we have the swords, this time round we have the bows! As my characters for my first game <em>The Dalish Curse</em> do not use crossbows, I will convert the shortbows and longbows first, and then move on to their mechanical counter-part.</p>
<h2><span id="more-1357"></span>Shortbows</h2>
<p><em>Scout Bow: </em>1 in 6 chance of Aim being  free action*<br />
<em>The Dark Moon: </em>+1 Will Power, AR 2 against Nature damage, Ignore 2 points of AR<br />
<em>The Fox&#8217;s Bow: </em>+2 Defense vs. ranged attacks<br />
<em>Whitewood Bow: </em>+2 damage, +1 Stunt Point<br />
<em>Wilds Bow</em>: AR 2 against Nature damage</p>
<h2>Longbows</h2>
<p><em>Antivan Longbow: </em>+1 Stunt Points<br />
<em>Bow of the Golden Sun: </em>+2 Attack<br />
<em>Dalish Longbow</em>: 1 in 6 chance of Aim being a free action<br />
<em>Falon&#8217;Din&#8217;s Reach</em>: +1 damage, 1 in 6 chance of Aim being a free action<br />
<em>Far Song: </em>+2 damage, 1 in 6 chance of Aim being a free action, +1 SP, +3 Attack, add damage from the Dragon die on hit<br />
<em>Mage&#8217;s Eye: </em>add damage from half the dragon die on hit, +2 Attack<br />
<em>Marjolaine&#8217;s Recurve: </em>+2 Cunning, +2 damage, 1 in 6 chance of Aim being a free action<br />
<em>Spear Thrower: </em>1 in 6 chance of Aim being a free action, ignore 1 point of AR<br />
<em>Wolf-Killer: </em>+2 damage against undead, +3 damage against beasts</p>
<p>* As a way of balancing the item, the second Aim action (if the player chooses to take it) will not have a chance of being free.</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>Last time we have the swords, this time round we have the bows! As my characters for my first game <em>The Dalish Curse</em> do not use crossbows, I will convert the shortbows and longbows first, and then move on to their mechanical counter-part.</p>
<h2><span id="more-1357"></span>Shortbows</h2>
<p><em>Scout Bow: </em>1 in 6 chance of Aim being  free action*<br />
<em>The Dark Moon: </em>+1 Will Power, AR 2 against Nature damage, Ignore 2 points of AR<br />
<em>The Fox&#8217;s Bow: </em>+2 Defense vs. ranged attacks<br />
<em>Whitewood Bow: </em>+2 damage, +1 Stunt Point<br />
<em>Wilds Bow</em>: AR 2 against Nature damage</p>
<h2>Longbows</h2>
<p><em>Antivan Longbow: </em>+1 Stunt Points<br />
<em>Bow of the Golden Sun: </em>+2 Attack<br />
<em>Dalish Longbow</em>: 1 in 6 chance of Aim being a free action<br />
<em>Falon&#8217;Din&#8217;s Reach</em>: +1 damage, 1 in 6 chance of Aim being a free action<br />
<em>Far Song: </em>+2 damage, 1 in 6 chance of Aim being a free action, +1 SP, +3 Attack, add damage from the Dragon die on hit<br />
<em>Mage&#8217;s Eye: </em>add damage from half the dragon die on hit, +2 Attack<br />
<em>Marjolaine&#8217;s Recurve: </em>+2 Cunning, +2 damage, 1 in 6 chance of Aim being a free action<br />
<em>Spear Thrower: </em>1 in 6 chance of Aim being a free action, ignore 1 point of AR<br />
<em>Wolf-Killer: </em>+2 damage against undead, +3 damage against beasts</p>
<p>* As a way of balancing the item, the second Aim action (if the player chooses to take it) will not have a chance of being free.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
	
		<series:name><![CDATA[Dragon Age Magical Items]]></series:name>
	</item>
		<item>
		<title>Swords for the Dragon Age PnP RPG</title>
		<link>http://www.gamestopica.net/2009/12/swords-for-the-dragon-age-pnp-rpg/</link>
		<comments>http://www.gamestopica.net/2009/12/swords-for-the-dragon-age-pnp-rpg/#comments</comments>
		<pubDate>Mon, 21 Dec 2009 16:00:04 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Content for Game]]></category>
		<category><![CDATA[Dragon Age]]></category>
		<category><![CDATA[Other Systems]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Weapons of Woe]]></category>
		<category><![CDATA[artifacts]]></category>
		<category><![CDATA[game-mastering]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1350</guid>
		<description><![CDATA[<p>The official Green Ronin&#8217;s GM guide to Dragon Age came with a few items; In preparing for my first game, I&#8217;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&#8217;s Strategy Guide, to give credits where it is due.<br />
<span id="more-1350"></span><br />
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.</p>
<p>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).</p>
<p>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)</p>
<h2>Daggers</h2>
<p><em>Beastman&#8217;s Dagger</em>: +1d3 backstab damage<br />
<em>Crow Dagger: +</em>1d6 backstab damage<br />
<em>Darkspawn Dagger: </em>Requires minimum dexterity +1, reduces AR by 1 for this hit<br />
<em>Enchanted Dagger: </em>+2 Attack<br />
<em>Fang: </em>+6 Attack<br />
<em>Gift of the Grey: </em>+1 Stunt Point<br />
<em>Noble&#8217;s Dagger: </em>+1 electricity damage<br />
<em>The Rose Thorn: </em>+1 Dexterity, restores 1 HP every 2 round, +1 damage, +1 Stunt Point, +2d6 backstab damage<br />
<em>Thorn of the Gods: </em>+1 damage, reduces AR by 3 for this hit<br />
<em>Thorn of the Dead Gods: </em>+1 damage, reduces AR by 1 for this hit<br />
<em>Varathorn&#8217;s Dar&#8217;Misu: </em>reduces AR by 2 for this hit, +3 Attack</p>
<h2>Shortswords/Longswords</h2>
<p>If a name of an item below doesn&#8217;t have the word &#8216;longsword&#8217;, whether it is a shortsword or a longsword is up to the GM to decide.</p>
<p><em>Darkspawn Longsword: </em>Minimum Dexterity +1, reduces AR by 1 for current hit<br />
<em>Dwyn&#8217;s Sword: </em>Messy Kills (GM describes death in the most gory manner possible?), +1 to resist rolls vs. spells<br />
<em>Cousland Sword: </em>+1 Damage, +2 Attack, Warrior/Rogue only<br />
<em>Fine Dwarven Blade: </em>+1 Attack<br />
<em>Imperial Edge: </em>+1 damage, +1 Stunt Point, +3 Attack<br />
<em>Keening Blade: </em>Reduce AR by 2 for this hit, +3 Attack, +2 cold damage, Warrior only<br />
<em>King Mairc&#8217;s Blade: </em>AR 1 against cold damage, restoratve spells grant +1 Health per die rolled, Warrior only<br />
<em>Oathkeepr: </em>Reduces AR by 2 for this hit, restorative spells grant +1 Health per die rolled<br />
<em>Saw Sword: </em>+1 damage, 1 additional SP if dragon dice is odd<br />
<em>The Green Blade: </em>AR 1 against natural damage, +2 damage against beasts<br />
<em>Topsider&#8217;s Honor: </em>AR 2 against natural damage, +1 damage against spirits</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>The official Green Ronin&#8217;s GM guide to Dragon Age came with a few items; In preparing for my first game, I&#8217;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&#8217;s Strategy Guide, to give credits where it is due.<br />
<span id="more-1350"></span><br />
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.</p>
<p>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).</p>
<p>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)</p>
<h2>Daggers</h2>
<p><em>Beastman&#8217;s Dagger</em>: +1d3 backstab damage<br />
<em>Crow Dagger: +</em>1d6 backstab damage<br />
<em>Darkspawn Dagger: </em>Requires minimum dexterity +1, reduces AR by 1 for this hit<br />
<em>Enchanted Dagger: </em>+2 Attack<br />
<em>Fang: </em>+6 Attack<br />
<em>Gift of the Grey: </em>+1 Stunt Point<br />
<em>Noble&#8217;s Dagger: </em>+1 electricity damage<br />
<em>The Rose Thorn: </em>+1 Dexterity, restores 1 HP every 2 round, +1 damage, +1 Stunt Point, +2d6 backstab damage<br />
<em>Thorn of the Gods: </em>+1 damage, reduces AR by 3 for this hit<br />
<em>Thorn of the Dead Gods: </em>+1 damage, reduces AR by 1 for this hit<br />
<em>Varathorn&#8217;s Dar&#8217;Misu: </em>reduces AR by 2 for this hit, +3 Attack</p>
<h2>Shortswords/Longswords</h2>
<p>If a name of an item below doesn&#8217;t have the word &#8216;longsword&#8217;, whether it is a shortsword or a longsword is up to the GM to decide.</p>
<p><em>Darkspawn Longsword: </em>Minimum Dexterity +1, reduces AR by 1 for current hit<br />
<em>Dwyn&#8217;s Sword: </em>Messy Kills (GM describes death in the most gory manner possible?), +1 to resist rolls vs. spells<br />
<em>Cousland Sword: </em>+1 Damage, +2 Attack, Warrior/Rogue only<br />
<em>Fine Dwarven Blade: </em>+1 Attack<br />
<em>Imperial Edge: </em>+1 damage, +1 Stunt Point, +3 Attack<br />
<em>Keening Blade: </em>Reduce AR by 2 for this hit, +3 Attack, +2 cold damage, Warrior only<br />
<em>King Mairc&#8217;s Blade: </em>AR 1 against cold damage, restoratve spells grant +1 Health per die rolled, Warrior only<br />
<em>Oathkeepr: </em>Reduces AR by 2 for this hit, restorative spells grant +1 Health per die rolled<br />
<em>Saw Sword: </em>+1 damage, 1 additional SP if dragon dice is odd<br />
<em>The Green Blade: </em>AR 1 against natural damage, +2 damage against beasts<br />
<em>Topsider&#8217;s Honor: </em>AR 2 against natural damage, +1 damage against spirits</p>
]]></content:encoded>
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		<series:name><![CDATA[Dragon Age Magical Items]]></series:name>
	</item>
		<item>
		<title>Poisons for Dragon Age PnP RPG</title>
		<link>http://www.gamestopica.net/2009/12/poisons-for-dragon-age-pnp-rpg/</link>
		<comments>http://www.gamestopica.net/2009/12/poisons-for-dragon-age-pnp-rpg/#comments</comments>
		<pubDate>Tue, 15 Dec 2009 11:05:31 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Dragon Age]]></category>
		<category><![CDATA[Other Systems]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[game-mastering]]></category>
		<category><![CDATA[rules mod]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1343</guid>
		<description><![CDATA[<p>Green Ronin has released their Dragon Age pen and paper RPG, and one thing that has been pointed out is that there are some elements from the CRPG missing. As I was preparing for my first session of the game, I asked a rogue player what he wanted. &#8220;Darts with tranquilizer poison&#8221; and that when I realize&#8230;&#8221;This game needs some poison rules&#8221;. And here they are.</p>
<p><span id="more-1343"></span></p>
<h2>Talents, Focus and Equipment</h2>
<p>The rules basically extend the game by adding a new talent &#8211; the Poison talent, and the Poison ability focus. The focus is a Cunning based skill, and as in the game, it requires <em>at least the Focus</em> to use poison (without accidentally harming yourself). Poison typically works best on edged weapons, and unlike the CRPG, you can apply it on bolts and arrows.</p>
<p>Components for crafting poisons should be rare to come by &#8211; no price is listed (yet), and if the players are foraging, a Cunning roll against a difficulty of 11 should be made (if the character is in an environment where such things could grow) to locate the crafting component needed. A downtime of one day minimal is needed for a single flask of poison, which is good for 3 doses. Poison expires within a minute &#8211; exposure to air quickly cause them to lose their effectiveness.</p>
<h2>Deathroot Extract</h2>
<p>Equipment: Deathroot, Flask<br />
Requires: Cunning 1, Novice Poison talent, Poison focus</p>
<p>Attack deals +1 Spirit damage, and you can use 4 Stunt Points to stun the target for 1 round.</p>
<h2>Venom</h2>
<p>Equipment: Venom Extract, Flask<br />
Requires: Cunning 1, Poison novice talent, Poison focus</p>
<p>Attack deals +1 Spirit damage, and you can use 4 Stunt Points to reduce target’s Speed by 2 and Initiative by 2.</p>
<h2>Concentrated Deathroot Extract</h2>
<p>Equipment: Deathroot, Flask, Distillation Agent<br />
Requires: Cunning 2, Novice Poison talent, Poison focus</p>
<p>Attack deals +2 Spirit damage, and you can use 3 Stunt Points to stunt the target for 1 round.</p>
<h2>Concentrated Venom</h2>
<p>Equipment: Venom Extract, Flask, Distillation Agent<br />
Requires: Cunning 2, Novice Poison talent, Poison focus</p>
<p>Attack deals +2 Spirit damage, and you can use 3 Stunt points to reduce target’s Speed by 2 and Initiative by 2.</p>
<h2>Crow Poison</h2>
<p>Equipment:  Toxin Extract, Deathroot, Distillation Agent, Flask<br />
Requires: Cunning 3, Journeyman Poison talent, Poison focus</p>
<p>Attack deals +3 Spirit damage, and you can use 2 Stunt points to stun target for 1 round.</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>Green Ronin has released their Dragon Age pen and paper RPG, and one thing that has been pointed out is that there are some elements from the CRPG missing. As I was preparing for my first session of the game, I asked a rogue player what he wanted. &#8220;Darts with tranquilizer poison&#8221; and that when I realize&#8230;&#8221;This game needs some poison rules&#8221;. And here they are.</p>
<p><span id="more-1343"></span></p>
<h2>Talents, Focus and Equipment</h2>
<p>The rules basically extend the game by adding a new talent &#8211; the Poison talent, and the Poison ability focus. The focus is a Cunning based skill, and as in the game, it requires <em>at least the Focus</em> to use poison (without accidentally harming yourself). Poison typically works best on edged weapons, and unlike the CRPG, you can apply it on bolts and arrows.</p>
<p>Components for crafting poisons should be rare to come by &#8211; no price is listed (yet), and if the players are foraging, a Cunning roll against a difficulty of 11 should be made (if the character is in an environment where such things could grow) to locate the crafting component needed. A downtime of one day minimal is needed for a single flask of poison, which is good for 3 doses. Poison expires within a minute &#8211; exposure to air quickly cause them to lose their effectiveness.</p>
<h2>Deathroot Extract</h2>
<p>Equipment: Deathroot, Flask<br />
Requires: Cunning 1, Novice Poison talent, Poison focus</p>
<p>Attack deals +1 Spirit damage, and you can use 4 Stunt Points to stun the target for 1 round.</p>
<h2>Venom</h2>
<p>Equipment: Venom Extract, Flask<br />
Requires: Cunning 1, Poison novice talent, Poison focus</p>
<p>Attack deals +1 Spirit damage, and you can use 4 Stunt Points to reduce target’s Speed by 2 and Initiative by 2.</p>
<h2>Concentrated Deathroot Extract</h2>
<p>Equipment: Deathroot, Flask, Distillation Agent<br />
Requires: Cunning 2, Novice Poison talent, Poison focus</p>
<p>Attack deals +2 Spirit damage, and you can use 3 Stunt Points to stunt the target for 1 round.</p>
<h2>Concentrated Venom</h2>
<p>Equipment: Venom Extract, Flask, Distillation Agent<br />
Requires: Cunning 2, Novice Poison talent, Poison focus</p>
<p>Attack deals +2 Spirit damage, and you can use 3 Stunt points to reduce target’s Speed by 2 and Initiative by 2.</p>
<h2>Crow Poison</h2>
<p>Equipment:  Toxin Extract, Deathroot, Distillation Agent, Flask<br />
Requires: Cunning 3, Journeyman Poison talent, Poison focus</p>
<p>Attack deals +3 Spirit damage, and you can use 2 Stunt points to stun target for 1 round.</p>
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