CAPÍTULO II: ELABORACÓN Y MEJORA DE EXTRACTOS ACUOSOS
2.4 Resultados y Discusión
2.4.1 Efecto PGPB y el tiempo
Poison-Making is a crafting skill. Poison-Making
focuses on mixing deadly substances that the character can apply to melee weapons, inflicting extra damage and often leaving enemies immobile. Those skilled in this art can also create explosive bombs and flasks designed to be hurled at the enemy. This skill is required not just to create poisons, it is also required to use them. However, only the first level is required to use all poisons and grenades, even if crafting the poison requires a higher level of Poison-Making. All characters Profession (Rogue) start with one rank in this skill.
Crafting Items
Item Cost (si) Weight
Concentrator agent 30 - Corrupter agent 12 - Deathroot 1 - Deep mushroom 50 (br) - Demonic ichor 20 - Distillation agent 12 - Fire crystal 10 ½ Flask (mixing) 1 ½ Frostrock 10 ½ Frozen lightning 10 ½ Lifestone 10 ½ Lyrium dust 2 - Poison-Making kit 50 5 Spirit shard 20 ½ Toxin extract 1 - Products Item Cost (si) Weight Acid flask 25 1 Acidic coating 85 1 Adder’s kiss 70 1
Concentrated crow poison 45 1 Concentrated deathroot extract 20 1 Concentrated demonic poison 110 1
Concentrated magebane 125 1
Concentrated soldier’s bane 125 1
Concentrated venom 15 1 Crow poison 20 1 Deathroot extract 2 1 Demonic poison 55 1 Fire bomb 25 1 Flame coating 85 1 Fleshrot 70 1 Freeze bomb 25 1 Freezing coating 85 1 Magebane poison 75 1 Quiet death 100 1 Shock bomb 25 1 Shock coating 85 1 Soldier’s bane 70 1 Soulrot bomb 30 1 Soulrot coating 100 1 Venom 2 1 Recipes
Item Cost (si) Weight
Acid flask 90 -
Acidic coating 445 -
Adder’s kiss 375 -
Concentrated crow poison 225 -
Concentrated deathroot extract 70 - Concentrated demonic poison 705 -
Concentrated magebane 745 -
Concentrated soldier’s bane 715 -
Concentrated venom 70 - Crow poison 75 - Deathroot extract 5 - Demonic poison 285 - Fire bomb 90 - Flame coating 445 - Fleshrot 375 - Freeze bomb 90 - Freezing coating 445 - Magebane poison 380 - Quiet death 545 - Shock bomb 90 - Shock coating 445 - Soldier’s bane 370 - Soulrot bomb 125 - Soulrot coating 525 - Venom 5 -
Poison-Making Crafting Item Descriptions
Concentrator agent: Heatherum and Foxite are both
common herbs. When distilled to be sufficient purity, they may be used as herbal agents to concentrate the effects of many potions, salves, and poisons.
Corrupter agent: Said to have been made from lifestone
that has been corrupted by the darkspawn taint in the Deep Roads, this powdery agent is required to create some of the most powerful poisons and traps known.
Deathroot: A harmless enough plant on its own,
deathroot's thick leaves contain an extract that the Chasind have used to induce hallucinations for centuries. Sufficiently concentrated, it makes a deadly poison.
Deep mushroom: Fungi found underground in close
proximity to lyrium veins. In addition to their restorative properties, they can also be made into poisons.
Demonic ichor: Difficult to find, this ichor can
sometimes be found in the hearts of corpses that have been possessed by demons and is thick and black. In the right hands in can be made into a very potent poison.
Distillation agent: One of the three rare bulbs found in
the mountains, when dried and powdered they become an excellent distillation agent required to evoke magical properties in crafting.
Fire crystal: These shards of lifestone are infused with
magic, either naturally or by one of the Tranquil. They're white-hot and used in many fire-related potions and traps.
Frostrock: These shards of lifestone are infused with
magic, either naturally or by one of the Tranquil. Frostrocks radiate cold and can be used in many ice- related potions and traps.
Frozen lightning: Frozen lightning is a common name
for a crystal that can naturally store electricity, which has made it a sought-after ingredient in the composition of several items and salves.
Lifestone: These rare rocks have existed in close
proximity to lyrium ore, and as such, they have absorbed some of its traits. Lifestones enhance the natural properties of other materials used in item creation.
Lyrium dust: This is lyrium found in a natural powdered
state, ready to be incorporated into potions.
Poison-Making kit: This kit carries all of the necessary
apparatus and solutions for poison crafting. When using the Poison-Making skill you take a -4 penalty without a Poison-Making kit.
Spirit shard: Spirit shards are enchanted lifestones used
in several potions and poisons that affect the mind.
Toxin extract: As one would expect, extracted venom
from various creatures often makes potent poisons. Poison-Making Crafting Rules
Learn Recipe: Each time a character adds a skill
point to Poison-Making; that character learns a new recipe.
For example: When a character learns Poison- Making he may choose to learn how to make venom without purchasing the recipe.
Retain Recipe: Characters may find, purchase, or
trade for recipes throughout Thedas to increase the number of products that they may create.
Poison-Making Craft: Each recipe specifies the
ingredients and a TN number for your Poison- Making skill roll to attain success. Recipes do not have prerequisite skill level, but have a scaling TN based on the difficulty of the recipe to craft. On a Poison-Making raise, you create a more effective product. The coating crafted with a raise inflicts a -1 penalty on the roll to resist that poison. A grenade crafted with a raise, gains+1 to Throwing.
Poison-Making Craft Times: Each Poison-
Making skill roll success or failure takes 1 full hour without interruption due to the delicate balances and timings that must be maintained. However, if in a truly crisis situation a poison crafter may try to make an item in 10 minutes. To do this, the TN is +2 and the recipe requires double the ingredients.
Poison-Making Coatings: Coating a weapon with
poison requires a Poison-Making roll of TN 4 to apply effectively. On a total roll of 3, the coating is not wasted. A 1 on the die (regardless of Wild Die) means the coating was broken during application and the materials are lost. Coating takes one full round to apply (may not move or take other actions) and lasts one hour or 3 successful Fighting rolls.
Poison-Making Grenade Use: Characters use the
Throwing skill to attack with grenades but must have Poison-Making d4+ or they take a -2 penalty to the Throwing roll.
Waste: On a failure all components except for flasks
are expended.
Products
Each product has a desired effect, ingredient list, and a TN to successfully craft that product with a Poison-Making roll. All Poison-Making rolls take a -4 penalty unless the character is using a Poison- Making kit.
Coatings
Various ill-effects that are concocted and then applied directly to weapons to inflict harm to others. When hit with a coated weapon with “poison” a vigor roll is made. On a fail, the target takes the effected of the poison for the specified duration.
Acidic Coating
Small vial that contains a warm, lime-colored liquid.
TN: 8
Ingredients: Concentrator agent x1, Corrupter agent x2,
Flask x1, Lifestone x2
Effect: +2 earth damage to Fighting damage rolls with
coated weapon.
Adder’s Kiss
An Antivan noble killed his adulterous wife by coating his lips with this poison and kissing her. He died as well.
TN: 8
Ingredients: Concentrator agent x1, Distillation agent
x2, Flask x1, Toxin extract x3
Effect: +1 earth damage to Fighting damage rolls with
coated weapon.
Poison (-1): -2 Pace for 1d6 rounds Crow Poison
This poison is a favorite of the Antivan Crows, whose efficient administration of death has built a nation's reputation.
TN: 6
Ingredients: Deathroot x2, Distillation agent x1, Flask
x1, Toxin extract x2
Effect: +1 earth damage to Fighting damage rolls with
coated weapon.
Poison (+2): Stunned for 1d4 rounds. Concentrated Crow Poison
TN: 8
Ingredients: Deathroot x3, Distillation agent x1, Flask
x1, Toxin extract x3
Effect: +2 earth damage to Fighting damage rolls with
coated weapon.
Poison (+0): Stunned for 1d4 rounds. Deathroot Extract
Even a quick sniff of this sludge is enough to cause hallucinations.
TN: 4
Ingredients: Deathroot x1, Flask x1 Poison (+2): Stunned for 1d4 rounds. Concentrated Deathroot Extract TN: 6
Ingredients: Deathroot x2, Distillation agent x1, Flask
x1
Demonic Poison
The appearance and smell of this liquid are entirely unnatural, to say nothing of its effect.
TN: 8
Ingredients: Concentrator agent x1, Demonic ichor x1,
Flask x1
Effect: +2 spirit damage to Fighting damage rolls with
coated weapon along with AP 2
Concentrated Demonic Poison TN: 10
Ingredients: Concentrator agent x2, Demonic ichor x2,
Flask x1
Effect: +3 spirit damage to Fighting damage rolls with
coated weapon along with AP 3.
Flame Coating
A flask containing a white-hot liquid.
TN: 8
Ingredients: Concentrator agent x1, Corrupter agent x2,
Fire crystal x2, Flask x1
Effect Flaming: Victims of successful attack rolls have a
2 in 6 chance of catching fire as detailed in flaming rules.
Fleshrot
The nasty concoction somehow rots flesh while the victim is still alive, accompanied by the usual stench.
TN: 8
Ingredients: Concentrator agent x1, Deathroot x3,
Distillation agent x2, Flask x1
Effect: +2 earth damage to Fighting damage rolls with
coated weapon.
Poison (+0): -2 Pace for 1d6 rounds Freezing Coating
A small vial with a thick, frosty liquid.
TN: 8
Ingredients: Concentrator agent x1, Corrupter agent x2,
Frostrock x2, Flask x1
Effect Chilling: Victims of successful attacks must make
a Vigor roll to avoid becoming chilled for 2 rounds. With a raise on the attack roll, the targets make Vigor rolls at -2.
Magebane Poison
The Chantry's templars keep whole vats of this substance in Val Royeaux.
TN: 6
Ingredients: Concentrator agent x1, Corrupter agent x2,
Flask x1, Lyrium dust x3
Effect: Target loses 2 Power Points. (does not affect
targets with Power Points)
Concentrated Magebane Poison TN: 8
Ingredients: Concentrator agent x2, Corrupter agent
x2, Flask x1, Lyrium dust x4
Effect: Target loses 4 Power Points. (does not affect
targets with Power Points)
Quiet Death
A foul mixture of poisons that are each deadly even on their own. Quiet Death is so potent it unnerves even the most experienced assassins.
TN: 10
Ingredients: Concentrator agent x2, Deathroot x4, Flask
x1, Toxin extract x4
Effect: +3 earth damage to Fighting damage rolls with
coated weapon. (+6 damage versus Wild Cards with 2 or more wounds)
Shock Coating
A small vial with a strangely glowing substance.
TN: 8
Ingredients: Concentrator agent x1, Corrupter agent x2,
Frozen lightning, Flask x1
Effect: +3 lightning damage to Fighting damage rolls
with coated weapon.
Soldier’s Bane
Whenever nations find themselves at war, envoys of the opposing generals inevitably discuss a ban on this effective toxin, but the talks never result in a lasting pact.
TN: 8
Ingredients: Concentrator agent x1, Corrupter agent x2,
Deep mushroom x3, Flask x1,
Poison (+0): Target takes -1 to Trait rolls. (does not
affect targets with Power Points)
Concentrated Soldier’s Bane TN: 10
Ingredients: Concentrator agent x2, Corrupter agent
x2, Deep mushroom x4, Flask x1
Poison (+0): Target takes -2 to Trait rolls. (does not
affect targets with Power Points)
Soulrot Coating
A small vial that contains a dark viscous liquid.
TN: 8
Ingredients: Concentrator agent x1, Corrupter agent x2,
Flask x1, Spirit shard x2
Effect: Successful Fighting rolls ignore all Armor and any
other forms of damage reduction including Spells.
Venom
A potent poison extracted from deadly plants and the venom of several reptiles.
TN: 4
Ingredients: Flask x1, Toxin extract x1
Effect: +1 earth damage to Fighting damage rolls with
coated weapon.
Poison (+0): Pace -1 of 1d4 rounds. Concentrated Venom
TN: 6
Ingredients: Distillation agent x1, Flask x1, Toxin
extract x2
Effect: +1 earth damage to Fighting damage rolls with
coated weapon.
Grenades
Some poison makers have adapted their skills into making projectiles from the stones they work so heavily with. These have been come to be known as bombs and grenades.
While used with a Throwing roll in combat, the attacker suffers a -2 penalty to the roll unless Poison-Making is a d4 or higher.
Acid Flask
A flask of corrosive acid.
TN: 6
Ingredients: Corrupter agent x1, Flask x1, Lifestone x1 Range: 3/6/12
Area: Small Burst Template Effect: 2d8 earth damage.
S
Fire Bomb
A glass flask filled with a flammable liquid.
TN: 6
Ingredients: Corrupter agent x1, Fire crystal x1, Flask x1 Range: 3/6/12
Area: Medium Burst Template
Effect Flaming: Victims of successful attack rolls take
1d10 damage and have a 2 in 6 chance of catching fire as detailed in the flaming rules.
Freeze Bomb
A glass flask filled with an ice-cold liquid.
TN: 6
Ingredients: Corrupter agent x1, Flask x1, Frostrock x1 Range: 3/6/12
Area: Medium Burst Template
Effect Chilling: Victims of successful attacks must make
a Vigor roll to avoid becoming chilled for 2 rounds. With a raise on the attack roll, the targets make Vigor rolls at -2.
Shock Bomb
A glass flask filled with a strangely glowing substance.
TN: 6
Ingredients: Corrupter agent x1, Flask x1, Frozen
lightning x1
Range: 3/6/12
Area: Large Burst Template Effect: 2d6 lightning damage. Soulrot Bomb
A flask filled with a murky green potion.
TN: 6
Ingredients: Corrupter agent x1, Flask x1, Spirit shard x1 Range: 3/6/12
Area: Small Burst Template
Effect: 2d6 spirit damage that ignores all Armor and any
other forms of damage reduction including Spells.
Runecrafting
Runecrafting is a crafting skill. This is a new skill
that allows the creation of armor and weapon runes. These runes can be inserted into armor and weapons to give a bonus to that item.
Crafting Items
Item Cost (si) Weight
Blank runestone 1 -
Etching agent 10 -
Lyrium rock 50 -
Runecrafting Tools 100 5
Products
Item Cost (si)
Amplification rune 2500
Barrier rune 65/260/650/2000/4000 Cold iron rune 60/240/600/1800/3600
Diligence 400 Dweomer rune 65/260/650/1950/3900 Endurance 750 Evasion 4000 Flame rune 40/160/400/1200/2400 Frost rune 60/240/600/1800/3600 Hale rune 40/160/400/1200/2400 Immunity rune 80/320/800/2400/4800 Intensifying 800 Menacing 200 Momentum 3000 Lightning rune 60/240/600/1800/3600 Paralyze rune 40/160/400/1200/2400 Reservoir rune 100/400/1000/3000/6000 Silverite rune 40/160/400/1200/2400 Slow rune 40/160/400/1200/2400 Stout rune 120/480/1200/3600/7200 Tempest rune 60/240/600/1800/3600 Tracings
Item Cost (si) Weight
Novice 25 - Journeyman 100 - Expert 250 - Master 750 - Paragon 1500 - Amplification 1000 - Diligence 150 - Endurance 375 - Evasion 2000 - Intensifying 400 - Menacing 100 - Momentum 2000 -
Runecrafting Crafting Item Descriptions
Blank runestone: These are thin metal sheets made of
the finest metallic materials from the deep roads. Used to craft novice runes.
Etching agent: By itself, this substance is inert, but has a
caustic reaction with lyrium rock.
Lyrium rock: Dangerous to all but dwarves and those
resistant to lyrium effects.
Runecrafting Tools: These implements allow for
grinding lyrium rock into runestones with an etching agent. You cannot craft runes without these tools.
Runecrafting Rules
Tracings: Each rune has a symbol and infers a
certain bonus. Most runes have five symbols to signify how powerful the bonus will be.
Create Tracing: Each time a character adds a skill
point to Runecrafting, that character creates a new tracing or improves a tracing already known. For example: When Runecrafting is learned you can choose to know how to trace a novice fire rune without purchasing the tracing.
Additionally, when the character later increases that skill to a d6 he may then choose to learn how to trace a journeyman fire rune or he can choose to learn how to trace a novice hale rune
Retain Tracings: Characters may find, purchase,
or trade for tracings throughout Thedas to increase the number of products that they may create.
Runecraft: Each tracing specifies the components
and a TN number for your Runecrafting skill roll. Tracings do not have a prerequisite skill level, but have a scaling TN based on the difficulty of the rune. There are no bonuses to scoring a raise with a Runecrafting roll. However, if you beat the TN by 6 or more you learn how to trace the next level tracing based on the rune you were crafting.
For example: You are crafting a novice fire rune with a TN of 4 and score an 11 on your roll. You can now trace journeyman fire runes. The rune that you make during this attempt is still just a novice fire rune. If you knew how to trace journeyman fire runes, there is no effect from beating the TN by 6.
Rune Slotting: A rune trader will charge 5 silver to
slot and unslot runes in and out of gear. Anyone, with Runecrafting d4+ can remove and insert runes. Slotting takes 1 minute to insert or remove. Only one of each rune symbol type can be in one item. You may not have multiple barrier runes in your armor.
Runecrafting Times: Each Runecrafting skill roll
success or failure takes 1 full hour without interruption due to the delicate nature of working with lyrium rock.
Waste: On a failure all components are expended
because the rune symbol is permanently etched incorrectly and now has no effect. This includes when lower power rune stones are used as the ingredients to craft more powerful runes. Failure in Runecrafting is often the most costly of all crafts.
Products
Each rune has a desired effect, ingredient list, slot location, and a TN to successfully craft that product with a Runecrafting roll. No one can craft runes without Runecrafting tools.
Tiered Ingredient Note:
All runes greater than novice require the previous rank as an ingredient.
For example: to craft a Paragon rune you must have the Master rune of the type you are creating.