Dragon Age Set 03 - Reference Sheets

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Weapons and Ability Focuses WEAPON DAMAGE MIN. STR COST Axes Group (Strength) Battle Axe 2d6 1 14 sp Throwing Axe 1d6+2 1 10 sp Two-handed Axe 3d6 3 20 sp Bludgeons Group (Strength) Mace 2d6 1 12 sp Maul 1d6+3 1 14 sp Two-handed Maul 2d6+3 3 19 sp Bows Group (Dexterity)* Crossbow 2d6+1 1 20 sp Short Bow 1d6+1 –1 9 sp Long Bow 1d6+3 1 15 sp Brawling Group (Dexterity) Fist 1d3 Gauntlet 1d3+1 4 sp Improvised Weapon 1d6–1 Dueling Group (Dexterity) Main Gauche 1d6+1 11 sp Rapier 1d6+3 0 18 sp Spiked Buckler** 1d6–1 -1 15 sp WEAPON DAMAGE MIN. STR COST Heavy Blades Group (Strength) Bastard Sword 2d6+1 2 20 sp Long Sword 2d6 1 18 sp Two-handed Sword 3d6 3 23 sp Lances Group (Strength) Heavy Lance 2d6+1 3 20 sp Jousting Lance 1d6+1 0 6 sp Light Lance 1d6+3 1 12 sp Light Blades Group (Dexterity) Dagger 1d6+1 9 sp Short Sword 1d6+2 –1 14 sp Throwing Knife 1d6 10 sp Polearms Group (Strength) Glaive 2d6+1 1 23 sp Halberd 2d6+3 3 25 sp Military Fork 2d6 2 18 sp Spears Group (Strength) Spear 1d6+3 0 12 sp Throwing Spear 1d6+3 0 12 sp Two-handed Spear 2d6 1 20 sp Staves Group (Dexterity) Club 1d6 1 sp Morningstar 1d6+3 1 11 sp Quarterstaff 1d6+1 3 sp Updated Weapons Table Ability Focuses ABILITY FOCUSES COMMUNICATION Animal Handling, Bargaining, Deception, Disguise, Etiquette, Gambling, Investigation, Leadership, Performance, Persuasion, Seduction. CONSTITUTION Drinking, Rowing, Running, Stamina, Swimming. CUNNING Arcane Lore, Brewing, Cartography, Cryptography, Cultural Lore, Enchantment, Engineering, Evaluation, Healing, Heraldry, Historical Lore, Military Lore, Musical Lore, Natural Lore, Navigation, Poison Lore, Qun, Religious Lore, Research, Writing. DEXTERITY Acrobatics, Bows, Brawling, Calligraphy, Crafting, Dueling, Grenades, Initiative, Legerdemain, Light Blades, Lock Picking, Riding, Staves, Stealth, Traps. MAGIC Arcane Lance, Blood, Creation, Entropy, Primal, Spirit. PERCEPTION Detect Darkspawn*, Empathy, Hearing, Searching, Seeing, Smelling, Tracking. STRENGTH Axes, Bludgeons, Climbing, Driving, Heavy Blades, Intimidation, Jumping, Lances, Might, Polearms, Smithing, Spears. WILLPOWER Courage, Faith, Morale, Self-Discipline. *Only available to Grey Wardens. *Weapons from the Bows Group add Perception instead of Strength to damage.* *The spiked buckler gives the wielder a +1 Defense vs. melee attacks.

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Dragon Age Set 03

Transcript of Dragon Age Set 03 - Reference Sheets

  • Weapons and Ability Focuses

    Weapon Damage min. Str CoStAxes Group (Strength)

    Battle Axe 2d6 1 14 spThrowing Axe 1d6+2 1 10 spTwo-handed Axe 3d6 3 20 sp

    Bludgeons Group (Strength)Mace 2d6 1 12 spMaul 1d6+3 1 14 spTwo-handed Maul 2d6+3 3 19 sp

    Bows Group (Dexterity)*Crossbow 2d6+1 1 20 spShort Bow 1d6+1 1 9 spLong Bow 1d6+3 1 15 sp

    Brawling Group (Dexterity)Fist 1d3 Gauntlet 1d3+1 4 spImprovised Weapon

    1d61

    Dueling Group (Dexterity)Main Gauche 1d6+1 11 spRapier 1d6+3 0 18 spSpiked Buckler** 1d61 -1 15 sp

    Weapon Damage min. Str CoStHeavy Blades Group (Strength)

    Bastard Sword 2d6+1 2 20 spLong Sword 2d6 1 18 spTwo-handed Sword 3d6 3 23 sp

    Lances Group (Strength)Heavy Lance 2d6+1 3 20 spJousting Lance 1d6+1 0 6 spLight Lance 1d6+3 1 12 sp

    Light Blades Group (Dexterity)Dagger 1d6+1 9 spShort Sword 1d6+2 1 14 spThrowing Knife 1d6 10 sp

    Polearms Group (Strength)Glaive 2d6+1 1 23 spHalberd 2d6+3 3 25 spMilitary Fork 2d6 2 18 sp

    Spears Group (Strength)Spear 1d6+3 0 12 spThrowing Spear 1d6+3 0 12 spTwo-handed Spear 2d6 1 20 sp

    Staves Group (Dexterity)Club 1d6 1 spMorningstar 1d6+3 1 11 spQuarterstaff 1d6+1 3 sp

    Updated Weapons Table

    Ability Focusesability FoCuSeS

    CommuniCation Animal Handling, Bargaining, Deception, Disguise, Etiquette, Gambling, Investigation, Leadership, Performance, Persuasion, Seduction.

    ConStitution Drinking, Rowing, Running, Stamina, Swimming.Cunning Arcane Lore, Brewing, Cartography, Cryptography, Cultural Lore, Enchantment, Engineering,

    Evaluation, Healing, Heraldry, Historical Lore, Military Lore, Musical Lore, Natural Lore, Navigation, Poison Lore, Qun, Religious Lore, Research, Writing.

    Dexterity Acrobatics, Bows, Brawling, Calligraphy, Crafting, Dueling, Grenades, Initiative, Legerdemain, Light Blades, Lock Picking, Riding, Staves, Stealth, Traps.

    magiC Arcane Lance, Blood, Creation, Entropy, Primal, Spirit.perCeption Detect Darkspawn*, Empathy, Hearing, Searching, Seeing, Smelling, Tracking.Strength Axes, Bludgeons, Climbing, Driving, Heavy Blades, Intimidation, Jumping, Lances, Might,

    Polearms, Smithing, Spears.WillpoWer Courage, Faith, Morale, Self-Discipline.

    *Only available to Grey Wardens.

    *Weapons from the Bows Group add Perception instead of Strength to damage.*

    *The spiked buckler gives the wielder a +1 Defense vs. melee attacks.

  • Stages of BattleStage battle teSt

    1: Opening Moves Opposed Cunning (military lore).2: Main Engagement Opposed CommuniCation (leaDerShip).3: Finishing Moves Opposed CommuniCation (leaDerShip) or Cunning (military lore).

    Success Thresholds for Mass BattlestaSk DiFFiCulty battle Size SuCCeSS threSholD*

    Easy Skirmish (50 to 250 total combatants) 5Average Small Battle (251 to 1000 total combatants) 10

    Challenging Large Battle (1001 to 5,000 total combatants) 15Hard Huge Battle (5001 to 20,000 total combatants) 20

    Formidable Epic Battle (20,001+ total combatants) 25* A crisis point is triggered when an army is within 5 of the success threshold.

    Test Difficulty for Mass BattlesteSt DiFFiCulty Sample troop typeS teSt DiFFiCulty

    Routine Non-combatants 7Easy Brigands, militia 9

    Average Men-at-arms, genlocks, skeletons 11Challenging Hurlocks, knights, templars 13

    Hard Chevaliers, Legion of the Dead, werewolves 15Formidable Grey Wardens, ogres, rage demons 17Imposing Pride demons, steel golems 19

    Nigh Impossible Dragons 21

    Mass Battles

    Test Modifiers for Mass BattlesCirCumStanCe moDiFier

    Specialist troops +1 per typeBattlefield surprise* +1 to +3Enemy outnumbers you 2 to 1 1Enemy outnumbers you 3 to 1 2Enemy outnumbers you 4 to 1 3Enemy occupies high ground 1Enemy in prepared positions 2Enemy in fortifications 3Poor weather 1 to 3

    * For example, an ambush, fresh reserves, or an attack from the rear.

    Casualties (Optional)Each commander must make a Cunning (Military Lore) test with the same TN as the battle, modified by Test Modifiers for Casualties. SuCCeSS: casualties are equal to 35%, 5% for each

    degree of success. Failure: casualties are equal to 30%, +5% for each

    point by which the test was failed.

    Test Modifiers for CasualtiesCirCumStanCe moDiFier

    Each stage of the battle won +1Each stage of the battle lost 1Enemy outnumbered you 2 to 1 1Enemy outnumbered you 3 to 1 2Enemy outnumbered you 4 to 1 3Enemy has Stage 3 specialists 1