CAPÍTULO II: ELABORACÓN Y MEJORA DE EXTRACTOS ACUOSOS
2.4 Resultados y Discusión
2.4.7 Efecto de la conductividad eléctrica
Longbows: Hunters and ranged soldiers typically have
one slung on their back. Range of 15/30/60.
Arrows: For the sake of bookkeeping and convenience, your character can keep 20 rounds worth of arrows in 1 quiver and reloads the quiver after every combat. Additionally the average weight of the arrows in your quiver is 2 pounds (.1 per arrow) and it costs 1 silver per set of 20 arrows (5 bronze each).
Longswords: Adventurers, soldiers, and travelers adorn
themselves with the tried and true common blade of the land. While uncommon, they can be thrown with a Strength of d10+ at range 3/6/12.
Maces: Are good for pounding through heavily armored
targets with a base AP 1.
Mauls: Massive shaped stone atop a strong haft can only
be carried in both hands by the stoutest of Thedosians. At the expense of Parry -1 these weapons have AP 2.
Minimum Strength: Each weapon has a minimum
Strength required to wield it correctly for each die size less than the requirement the wielder will take a -1 penalty to attack rolls and resulting damage rolls. Additionally, the Strength requirement to wield a weapon in your off-hand is one die higher than it is to wield in your main hand.
Rune Slot: Different materials allow for lyrium infused
rune stones to be melded into the weapons to add additional effects.
Shortswords: Favored dual weapon of combatants that
prefer to strike with a blade in each hand. While
uncommon, they can be thrown with a Strength of d8+ at range 3/6/12 and 5/10/20 with a Strength of d12+.
Shortbows: From bandits to local militia, many a person
can be seen toting these around. Range of 12/24/48. Arrows: For the sake of bookkeeping and convenience, your
character can keep 20 rounds worth of arrows in 1 quiver and reloads the quiver after every combat. Additionally the average weight of the arrows in your quiver is 2 pounds (.1 per arrow) and it costs 1 silver per set of 20 arrows (5 bronze each).
Staves: Staves are versatile implements wielded by
mages. Characters use an arcane skill roll with a TN of 4 to make a successful ranged attack with a staff. The staff deals Smarts+d4 damage and has a set range of 10. Penetrating armor of others it has AP 3. If used in melee the Staff simply uses the Fighting roll as normal and deals Strength damage.
Waraxe: These fierce one-handed implements of war are
the most fatal weapon a soldier can carry in one hand. Due to the limited fencing capabilities wielders take a -1 to Parry. While rare, they can be thrown with a Strength of d12+ at range 3/6/12.
Whip: Largely ineffective in war settings, these have been
wielded by slavers in Thedas to keep the slaves in line and to strike at foes from behind a wall of meat shields. With reach 2, this weapons uses Agility for damage and does not have a higher Strength requirement to be wielded in an off-hand.
Weapon Materials
Metals
Metals are used to craft melee combat weapons within lands of Thedas.
Iron: This grey and red ore is the cheapest most abundant
ore in the lands and provides no additional boon.
Grey Iron: This ore is yellowish-brown and red and is
iron that has been processed and tempered to make it lighter. Weapon weights are reduced by ½ and the Strength requirements are reduced by 1 die size.
Steel: This white and purple alloy is well-formed and
allows for the weapon to slot 1 rune within it along with 1 AP.
Veridium: This uncommonly light ore is greenish-grey
and yellow and is bit more difficult to find. Weapon weights are reduced by ½, and the Strength requirements are reduced by 1 die size, along with having 1 rune slot and 1 AP.
Red Steel: Some well processed steel fused with a fire
crystal forms a remarkable red steel alloy. These weapons bare 2 rune slots and possess 2 AP.
Silverite: This rare ore is shin white and blue. This
unique material reduces the weapon weight by ½ , and the Strength requirements by 1 die size, along with having 2 rune slots and 2 AP.
Dragonbone: Straight from the dragons themselves, the
bones have been crafted to make implements of war. Possess 3 rune slots and 3 AP.
Dragonbone equipment, as the name implies, is made from the bones of a dragon. Dragonbone is incredibly rare due to the fact that the dragon hunters of Nevarra hunted the dragons of Thedas to near extinction long ago. Dragonbone is just as strong if not stronger than steel. These qualities make a weapon or piece of armor made from dragonbone quite desirable. Additionally,
dragonbone is the material that is best suited to hold magical runes as enchantments. For these reasons, dragonbone has always been highly sought after and very valuable throughout Thedas.
Wood
Various types of wood form ranged weapons.
Elm: Dark grey and is the most common type of tree in all
of Thedas, providing no additional benefit.
Ash: Slightly less abundant beige-colored wood makes for
a better product, increasing range increments by 1/2/4 for bows (2 for staves) along with +1 AP.
Yew: This tan hardwood allows for a stronger bow adding
+2 AP.
Whitewood: Yew fused with lifestones bleaches the wood
to be white infers additional range of 2/4/8 for bows (4 for staves) in addition to the +2 AP.
Ironbark: A unique substance that is stronger and lighter
than steel, making it a good material for weapons though it is used for making other things as well. The Dalish elves appear to be the only ones that can effectively mold ironbark. As only the Dalish can make it, it is seldom seen in the hands of humans, though one can assume that it may be one of the primary items the Dalish trade with humans for other things they may need. As it is, a weapon or item made of ironbark is unusual enough to fetch a good price from anyone. Grants +2 AP and has a rune slot.
Sylvanwood: Almost indistinguishable from yew,
sylvanwood comes from the remnants of slain wild sylvans in the wilds. Grants additional range of 3/6/9 for bows (6 for staves) in addition to the +3 AP.
Dragonthorn: Dark red, these bows are mode of the
nails, teeth, and thorns of slain dragons. Projectiles fired from these can pierce any armor. Grants +3 AP and has 2 rune slots.
Armory
Armor, never leave the cottage without it. Armor and Shield Descriptions
Armor Sets: Armor sets donned by rogues and warriors,
typically dress their arms, legs, and torsos for protection. These work as the core rule set and include leather, chainmail, heavy mail, and plate suits.
Heavy and Massive Armor: Even if you are capable of
donning such encumbering gear and fight effectively, you will not be swift of foot. Heavy suits infer a -1 to Pace and massive armor has a Pace penalty of -2.
Minimum Strength: Each armor set has a minimum
Strength required to don it effectively for each die size less than the requirement the wearer will take a -1 penalty to Trait rolls. In regards to shields, characters gain none of the effects listed if they do not meet the Strength requirement.
Robes: Mages typically will not adorn themselves in
armor sets, but will take up the robes of various
enchantment and station. While robes are not crafted of various materials, they are woven with different lyrium inscriptions allowing for 1 to 3 rune slots depending on the number and power of the inscriptions on the robes.
Rune Slot: Different materials allow for lyrium infused
rune stones to be melded into the armor for add additional effects.
Scale: Metal scales layered to provide superior portection;
this provides 4 Armor instead of 2 against Burst Template damage.
Shields: Used by many soldiers and warriors they
increase your Parry and Armor in regards to ranged attacks. A heavy shield does however incur a -1 Pace penalty.
Shield Toughness: If an attack deals damage greater than the Toughness of your shield when your shield is used as Armor, then roll a d6. On a 1, the shield is destroyed. If the attack damage was 4 or more than the Toughness of your shield, your shield is destroyed.
Splintmail: Also referred to as splinted armour, the
armour consists of strips of metal, or splints, which are attached to a fabric or leather backing or covering. Splint armour is related to scale armour but distinguished by long, narrow strips of metal. These strips of metal allow for the defender to ignore 2 points of the attacker’s AP.
Armor Materials