CAPÍTULO II: ELABORACÓN Y MEJORA DE EXTRACTOS ACUOSOS
2.3 Material y Métodos
This section presents new armor, crafting items, gear, and weapons.
Currency
100 Bronze Pieces (br) = 1 Silver Piece (si) 100 Silver Pieces (si) = 1 Gold Piece (gp)
Items
Below is a list of equipment.
Adventuring Gear
Item Cost (br) Weight
Backpack 25 2 Bedroll 25 4 Blanket 10 3 Candle 1 1/10 Flask (ceramic) 5 1 Flask (metal) 10 1 Grappling hook 50 2 Hammer 10 1 Lantern 25 2 Lockpicks 100 ½
Lyrium Powder (1 oz) 10 -
Map (of all Thedas) 75 -
Map (regional) 20 -
Oil (1 pint) 2 1
Parchment (per sheet) 1 -
Pick or Shovel 5 4 Quiver (empty) 10 1 Rope (10’) 10 1 Saddle 10 10 Soap 1 - Torch 5 1 Waterskin 5 1 Whetstone 5 1/2 Whistle 2 - Clothing
Item Cost (br) Weight
Normal clothing 20 -
Formal clothing 60 -
Tailored clothing 100+ -
Winter clothes 34 3
Food
Item Cost (br) Weight
Average meal 10 -
Cheap meal 5 -
Expensive meal 15+ -
1 week’s rations 25 10
1 day’s water (1 quart) 1 2
Gems and Jewelry Item Cost (si)
Amethyst 20 Diamond 400 Emerald 200 Flawless diamond 1500 Flawless emerald 400 Flawless ruby 600 Fluorspar 50 Garnet 60 Gemmed bracelet 15 Gold amulet 20 Gold earrings 7 Golden mirror 25
Golden rope necklace 10
Greenstone 4
Malachite 60
Quartz 1
Ruby 240
Sapphire 120
Shiny gold ring 10
Silver bracelet 3
Silver brooch 25
Silver chain 5
Silver medallion 10 Small silver ring 2
Tiara 50
Topaz 100
Tribal necklace 1
Service
Item Cost (br) Weight
Bath 2 -
Meal, cheap 1 -
Meal, good 3 -
Meal, feast 5 -
Room (shared with 6) 2 -
Room (double) 4 -
Room (private) 8 -
Trained Animals
Item Cost (si) Weight
Big cat 100 - Bird of prey 50 - Bronto 1000 - Dog 5 - Donkey 50 - Horse 100 - Hunting dog 25 - Kitty 1 - Mabari 250 - Nug 5 - Warhorse 750 - Travel
Item Cost (si) Weight
Caravan 3+ per day -
Cart 50 -
Ship passage 5+ per day -
Item Descriptions
Candle: A candle provides clear light in a 2” radius for
two hours. A candle blows out in a strong wind or whenever the character holding it runs.
Caravan travel: Caravan masters frequently allow
armed adventurers to join them for free, perhaps even providing food and water in exchange for a common defense pact. In particularly hazardous areas, caravans may pay adventurers up to 5 silver per day.
Cart: A light and mobile cart is pulled by a mount and is
great for carrying a small load. A cart can be pulled with up to 1,000 pounds of material. Carts reduce the pace of the creature pulling it by 1; and reduce the pace of the pulling animal 1 more for each 250 pounds loaded.
Formal clothing: Dressing nice in Orlais, Nevarra, and
any other elegant or noble setting grants the wearer +1 Charisma for other like-dressed individuals.
Gems and jewelry: Can be used as gifts to grant a bonus
to Persuasion rolls determined by the GM. In addition, particularly fine gems and jewelry may grant a Charisma bonus when interacting with certain individuals
determined by the GM as well. However, these decorations catch the attention of characters with the Greedy
Hindrance.
Grappling hook: A grappling hook is attached to a light
line of 30 feet in length. The user throws the hook just is if attacking a target. It has range of 3/6/12. If it “hits”, the hook has set and can hold up to 250 pounds.
Lantern: A lantern provides light in a 4” radius for three
hours per pint of oil. There is a 50% chance the lantern breaks if dropped and a 1 in 6 chance it sets normal combustibles aflame.
Lockpicks: A character who tries to pick a lock without
these tools suffers a -2 penalty to the roll.
Lyrium powder: The lyrium dust used for crafting is
ground into a fine powder that is used by the Templar and various others. The effects have a slight calming of the nerves, but leave repeat users heavily addicted. The amount purchased is the amount the average lyrium addict intakes nasally each day.
Oil (1 pint): Besides providing fuel for lanterns, oil can
also be used as a weapon. This is most commonly done by putting oil in a ceramic flask with a lit fuse. The flask is then thrown at the target where it breaks and the fuse sets the oil aflame.
Lighting a fuse requires 1d6 rounds with flint and steel (1 round with open flame), so it is best to light the fuse before a fight starts (a fuse stays alight for 10 minutes)
The flask’s range is 3/6/12. Anything it hits suffers 1d10 damage immediately and may catch fire based on its flammability as per the core rulebook.
Pick or Shovel: As the mundane tool, if used as a
weapon: -1 Parry, -1 Fighting, and Str+d6 damage.
Rope: The rope can safely handle 300 pounds. For every
50 pounds over; roll 1d6 every minute or if the rope suffers a sudden stress. On a 1, the rope breaks under the strain.
Ship passage: Includes one cheap meal and space on the
deck. Prices rise for better food and a roof over one’s head. Likewise, supplying one’s own food lowers the price.
Tailored clothes: Anyone wearing tailored clothes may
add +1 to Charisma in situations where status has an effect.
Torch: A torch provides clear light in a 4” radius.
Properly prepared torches last for one hour. Temporary torches can be made with some wood, rags, and 1 pint of oil for every 10 torches. These torches last half as long.
Wagon: A large load-hauling vehicle designed to carry
large loads. A wagon can be pulled with up to 6,000 pounds of material. Wagons can be pulled with 1 or 2 mounts.
Wagons reduce the pace of the two creatures pulling it by 1; and reduce the pace of the pulling animals 1 more for each 1500 pounds loaded.
Wagons reduce the pace of the one creature pulling it by 2; and reduce the pace of the pulling animal 2 more for each 1500 pounds loaded.
Winter clothes: Characters without warm cloaks and
boot covers suffer -2 to Fatigue rolls in cold weather. Trained Animals
Big Cat: The only “domesticated” predatory cats are the
tigers from the wilds. While rather rare to see in action, they are effective animal companions. Use big cats statistics in the animals section.
Bird of prey: Both eagles and hawks have been trained to
be valuable animal companions in warring parties and travelling adventurers. Use birds of prey statistics in the
animals section.
Bronto: These extremely large beast companions are only
aggressive when threatened with death, but will fight fiercely at that time. Brontos suffer no Pace penalties when pulling carts or wagons. One bronto can pull a wagon at full Pace. Use bronto statistics in the beasts section.
Dog: Loyal and defensive, many a citizen would be heart
broken to be separated from their faithful dog. Use
common dog statistics in the animals section.
Donkey: Most common animal companion used to pack
goods, pull carts, and, wagons. Use donkey statistics in the
animals section.
Horse: Trusty steeds for riding and pulling. Use riding
horse statistics in the animals section.
Hunting Dog: Loyal and aggressive, some citizens hunt
the wilds with these thorough bread hounds. Use hunting
dog statistics in the animals section.
Kitty: Loyal pet cat.
Mabari: Magical Ferelden war dogs. Use mabari
statistics in the animals section.
Nug: The nug is an omnivore common to the Deep Roads,
a hairless creature that is almost blind as well as completely docile. It spends most of its time wading in shallow pools as well as mud pits, feeding on small insects, worms, and (in a pinch) limestone and simple metals.
Warhorse: Bread for war and battle, these steeds are
commendable soldiers in their own right. Use warhorse statistics in the animals section.
Herbalism
Herbalism is a crafting skill. Herbalism allows a
character to make a wide variety of potions, poultices, salves, balms, elixirs, and so forth, whenever raw ingredients and a recipe are at hand. At higher ranks, the character can complete more difficult recipes, producing particularly potent items. All characters with Profession (Mage) start with one free rank in this skill.
Crafting Items
Item Cost (si) Weight
Concentrator agent 30 - Deep mushroom 50 (br) - Distillation agent 12 - Elfroot 50 (br) - Fire crystal 10 ½ Flask (mixing) 1 ½ Frostrock 10 ½ Frozen lightning 10 ½ Herbalist’s trunk 50 5 Lifestone 10 ½ Lyrium dust 2 - Spirit shard 20 ½ Products Item Cost (si) Weight
Greater elixir of grounding 150 1 Greater health poultice 100 1
Greater ice salve 120 1
Greater injury kit 100 3
Greater lyrium potion 300 1
Greater nature salve 450 1
Greater spirit balm 120 1
Greater warmth balm 105 1
Health poultice 50 1
Incense of awareness 20 1
Injury kit 75 3
Lesser elixir of grounding 50 1
Lesser health poultice 15 1
Lesser ice salve 45 1
Lesser injury kit 15 3
Lesser lyrium potion 25 1
Lesser nature salve 150 1
Lesser spirit balm 50 1
Lesser warmth balm 45 1
Lyrium potion 100 1
Mabari crunch 5 1
Potent health poultice 300 1
Potent lyrium potion 600 1
Rock salve 50 1
Swift salve 250 1
Recipes
Item Cost (si) Weight
Greater elixir of grounding 700 - Greater health poultice 365 -
Greater ice salve 700 -
Greater injury kit 885 -
Greater lyrium potion 390 -
Greater nature salve 800 -
Greater spirit balm 800 -
Greater warmth balm 700 -
Health poultice 65 -
Incense of awareness 70 -
Injury kit 370 -
Lesser elixir of grounding 245 -
Lesser health poultice 10 -
Lesser ice salve 245 -
Lesser injury kit 65 -
Lesser lyrium potion 25 -
Lesser nature salve 450 -
Lesser spirit balm 285 -
Lesser warmth balm 245 -
Lyrium potion 75 -
Mabari crunch 1 -
Potent health poultice 500 -
Potent lyrium potion 750 -
Rock salve 150 -
Swift salve 600 -
Herbalism 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.
Deep mushroom: Fungi found underground in close
proximity to lyrium veins. In addition to their restorative properties, they can also be made into poisons.
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.
Elfroot: The common name for canavaris, this herb
actually has little to do with elves other than being commonly collected and traded to outsiders by the Dalish. It is the primary ingredient in many healing salves.
Fire crystal: These shards of lifestone are infused with
magic, either naturally or by one of the Tranquil. They're white-hot and useful in many fire-related potions and traps.
Flask (mixing): These simple glass containers are able
to hold many compounds, even unstable ones.
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.
Herbalist’s trunk: This trunk carries all of the necessary
mixing tools and apparatus every good herbalist needs. When using the Herbalism skill you take a -4 penalty without an herbalist’s trunk.
Due to their Wild Magic abilities Wild Mages do not take a penalty for not using an herbalist’s trunk.
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.
Spirit shard: Spirit shards are enchanted lifestones that
are used in several potions and poisons that affect the mind.
Herbalism Crafting Rules
Herbalists collect and learn new recipes over time as they hewn their craft.
Learn Recipe: Each time a character adds a skill
point to Herbalism that character learns a new recipe or improves a recipe that the character already knows.
For example: When a character learns Herbalism he may choose to learn how to make a lesser health poultice without purchasing the recipe.
Additionally, when the character later increases that skill to a d6 he may then choose to learn how to create a health poultice (the next level up from lesser health poultice) or he can choose to learn how to make a lesser lyrium potion (a new recipe).
Retain Recipe: Characters may find, purchase, or
trade for recipes throughout Thedas to increase the number of products that they may create.
Herbalism Craft: Each recipe specifies the
ingredients and a TN number for your Herbalism 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 an Herbalism raise, you create a higher quality product than the one you expended ingredients for. For example: Faith crafts a lesser health poultice and rolls a 12 on an ace. The TN of 4 grants her 2 raises. Instead of a lesser health poultice, she has crafted a greater health poultice. Had her roll totaled a ten she would have produced a regular health poultice with one raise.
Herbalism Craft Times: Each Herbalism 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 an herbalist may try to craft an item in 10 minutes. To do this the TN is +2 and the recipe requires double the ingredients due to waste.
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 an Herbalism roll. All Herbalism rolls take a -4 penalty unless the character is using an herbalist’s trunk or is a Wild Mage.