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DA DW Equipment

This document provides tags and descriptions for various types of equipment that characters might find or use in Dragon Age, including: - General equipment tags that apply to items like armor, weapons, tools. Tags indicate effects like bonuses, costs, requirements to use. - Lists of specific weapons with tags for their range, damage bonuses, reload times, etc. Common weapons described. - Armor tags that provide armor bonuses or penalties to movement. Common armor types described. - Adventuring supplies like healing items, rations, books that provide bonuses when used. - Hazardous poisons and their dangerous effects. - Estimates for costs of services like inn stays, labor, military

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Ronald Miguel
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0% found this document useful (0 votes)
59 views5 pages

DA DW Equipment

This document provides tags and descriptions for various types of equipment that characters might find or use in Dragon Age, including: - General equipment tags that apply to items like armor, weapons, tools. Tags indicate effects like bonuses, costs, requirements to use. - Lists of specific weapons with tags for their range, damage bonuses, reload times, etc. Common weapons described. - Armor tags that provide armor bonuses or penalties to movement. Common armor types described. - Adventuring supplies like healing items, rations, books that provide bonuses when used. - Hazardous poisons and their dangerous effects. - Estimates for costs of services like inn stays, labor, military

Uploaded by

Ronald Miguel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Equipment

The musty tombs and forgotten treasure troves of Thedas are filled with useful items. The warrior can
find a sharp new sword or the rogue might stumble across a deadly poison. Most items are mundane—
not magical or intrinsically unique in any way. Any item that is magical or one-of-a-kind is not mundane
for the purposes of moves. The warrior’s signature weapon is never mundane.

Each piece of equipment will have a number of tags. These will tell you something about how the
equipment affects the character using it (like +Armor) or suggest something about the way it is used (like
the Range tags). Like everything else in Dragon Age, these guide the fiction you’re creating in play. If a
weapon is awkward, it might mean that you’re more likely to drop it when you fail that Hack and Slash
roll. By no means is this an exhaustive list—feel free to create your own tags and items.

General Equipment Tags


These are general tags that can apply to just about any piece of gear. You’ll see them on armor, weapons,
or general adventuring tools.

Applied: It’s only useful when carefully applied to a person or to something they eat or drink.
Awkward: It’s unwieldy and tough to use.
+Bonus: It modifies your effectiveness in a specified situation. It might be “+1 forward to Spout Lore” or
“-1 ongoing to Hack and Slash.”
n coins: How much it costs to buy, normally. If the cost includes “-Communication” a little negotiation
subtracts the haggler’s Communication score (not modifier) from the price.
Dangerous: It’s easy to get in trouble with it. If you interact with it without proper precautions the GM
may freely invoke the consequences of your foolish actions.
Ration: It’s edible, more or less.
Requires: It’s only useful to certain people. If you don’t meet the requirements it works poorly, if at all.
Slow: It takes minutes or more to use.
Touch: It’s used by touching it to the target’s skin.
Two-handed: It takes two hands to use it effectively.
n weight: Count the listed amount against your load. Something with no listed weight isn’t designed to be
carried. 100 coins in standard denominations is 1 weight. The same value in gems or fine art may
be lighter or heavier.
Worn: To use it, you have to be wearing it.
n Uses: It can only be used n times.

Weapons
Weapons don’t kill monsters, people do. That’s why weapons in Dragon Age don’t have a listed damage.
A weapon is useful primarily for its tags which describe what the weapon is useful for. A dagger is not
useful because it does more or less damage than some other blade. It’s useful because it’s small and easy
to strike with at close distance. A dagger in the hands of a mage is not nearly so dangerous as one in the
hands of a skilled rogue.

Weapon Tags
Weapons may have tags that are primarily there to help you describe them (like Rusty or Glowing) but
these tags have a specific, mechanical effect.

n Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not
represent individual arrows or sling stones, but represents what you have left on hand.
Forceful: It can knock someone back a pace, maybe even off their feet.
+n Damage: It is particularly harmful to your enemies. When you deal damage, you add n to it.
Ignores Armor: Don’t subtract armor from the damage taken.
Messy: It does damage in a particularly destructive way, ripping people and things apart.
n Piercing: It goes right through armor. When you deal damage with n piercing, you subtract n from the
enemy’s armor for that attack.
Precise: It rewards careful strikes. You use DEX to Hack and Slash with this weapon, not STR.
Reload: After you attack with it, it takes more than a moment to reset for another attack.
Stun: When you attack with it, it does stun damage instead of normal damage.
Thrown: Throw it at someone to hurt them. If you Volley with this weapon, you can’t choose to mark off
ammo on a 7–9; once you throw it, it’s gone until you can recover it.

Weapons have tags to indicate the range at which they are useful. Dragon Age doesn’t inflict penalties or
grant bonuses for “optimal range” or the like, but if your weapon says Hand and an enemy is ten yards
away, a player would have a hard time justifying using that weapon against him.

Hand: It’s useful for attacking something within your reach, no further.
Close: It’s useful for attacking something at arm’s reach plus a foot or two.
Reach: It’s useful for attacking something that’s several feet away—maybe as far as ten.
Near: It’s useful for attacking if you can see the whites of their eyes.
Far: It’s useful for attacking something in shouting distance.

Weapon List
The stats below are for typical items. There are, of course, variations. A dull long sword might be -1
damage instead while a masterwork dagger could be +1 damage. Consider the following to be stats for
typical weapons of their type—a specific weapon could have different tags to represent its features.
Ragged Bow near, 15 copper, 2 weight
Fine Bow near, far, 60 copper, 2 weight
Hunter’s Bow near, far, 1 silver, 1 weight
Crossbow near, +1 damage, reload, 35 silver, 3 weight
Bundle of Arrows 3 ammo, 10 copper, 1 weight
Elven Arrows 4 ammo, 50 copper, 1 weight
Club, Shillelagh close, 10 copper, 2 weight
Staff close, two-handed, 15 copper, 1 weight
Dagger, Shiv, Knife hand, 10 copper, 1 weight
Throwing Dagger thrown, near, 15 copper, 0 weight
Short Sword, Axe, Warhammer, Mace close, 50 copper, 1 weight
Spear reach, thrown, near, 60 copper, 1 weight
Long Sword, Battle Axe, Flail close, +1 damage, 85 copper, 2 weight
Halberd reach, +1 damage, two-handed, 1 silver, 2 weight
Rapier close, precise, 20 silver, 1 weight
Dueling Rapier close, 1 piercing, precise, 50 silver, 2 weight

Armor
Armor is heavy, difficult to wear and is damned uncomfortable. Some classes are better trained to ignore
these drawbacks, but anyone can strap on a suit of armor and enjoy the benefits it grants.
Armor Tags
Armor, like weapons, has tags. Some are purely descriptive but the ones below have some mechanical
effect on the player wearing them

n Armor: It protects you from harm and absorbs damage. When you take damage, subtract your armor
from the total. If you have more than one item with n Armor, only the highest value counts.
+n Armor: It protects you and stacks with other armor. Add its value to your total armor.
Clumsy: It’s tough to move around with. -1 ongoing while using it. This penalty is cumulative.

Armor List
Leather, Chainmail 1 armor, worn, 50 copper, 1 weight
Scale Mail 2 armor, worn, clumsy, 1 silver, 3 weight
Plate 3 armor, worn, clumsy, 50 silver, 4 weight
Shield +1 armor, 1 silver, 2 weight

Dungeon Gear
Adventuring Gear 5 uses, 20 copper, 1 weight
Adventuring gear is a collection of useful mundane items such as chalk, poles, spikes, ropes, etc. When
you rummage through your adventuring gear for some useful mundane item, you find what you need
and mark off a use.
Bandages 3 uses, slow, 10 copper, 0 weight
When you have a few minutes to bandage someone else’s wounds, heal them of 4 damage and expend a
use.
Poultices and Herbs 2 uses, slow, 25 copper, 1 weight
When you carefully treat someone’s wounds with poultices and herbs, heal them of 7 damage and
expend a use.
Healing Potion 50 copper, 0 weight
When you drink an entire healing potion, heal yourself of 10 damage or remove one debility, your choice.
Lyrium Potion hard to come by, 50 copper, o weight
When you drink an entire lyrium potion, restore all your mana and double the effects of your next spell
cast, if it’s immediate
Bag of Books 5 uses, 25 copper, 2 weight
When your bag of books contains just the right book for the subject you’re Spouting Lore on, consult the
book, mark off a use, and take +1 to your roll.
Antitoxin 20 copper, 0 weight
When you drink antitoxin, you’re cured of one poison affecting you. Some poisons may have tags that
nullify the antitoxin – the antitoxin won’t work.
Dungeon Rations Ration, 5 uses, 10 copper, 1 weight
Not tasty, but not bad either.
Personal Feast Ration, 1 use, 15 coins, 1 weight
Ostentatious to say the least.
Dwarven Hardtack hard to come by, ration, 7 uses, 15 copper, 1 weight
Dwarves say it tastes like home. For everybody else, it’s… an acquired taste.
Dalish Bread hard to come by, ration, 7 uses, 15 copper, 1 weight
Only the greatest of elf-friends are treated to this rare delicacy.
Pipeleaf 6 uses, 5 copper, 0 weight
When you share pipeleaf with someone, expend two uses and take +1 forward to parley with them.

Poisons
Oil of Tagit Dangerous, applied, 25 copper, 0 weight
The target falls into a light sleep.
Hale’s Dust Dangerous, touch, 35 copper, 0 weight
Until cured, whenever the afflicted rolls damage, they roll an additional d4 and subtract that result from
their normal damage.
Goldenroot Dangerous, applied, 40 copper, 0 weight
The target treats the next creature they see as a trusted ally, until proved otherwise.
Deathroot Extract Dangerous, touch, 50 copper, 0 weight
The target suffers hallucinations that leave them confused and unpredictable until cured or until they
next sleep/fall unconscious.

Services
A week’s stay at a peasant inn 25-Communication copper
A week’s stay at a civilized inn 60-Communication copper
A week’s stay at the fanciest inn in town 1 silver-Communication
A week’s unskilled mundane labor 20 copper
A month’s pay for enlistment in an army 50 copper
A custom item from a blacksmith Base Item + 50 copper
A night’s “companionship” 20-Communication copper
An evening of song and dance 18-Communication copper
Escort for a day along a bandit-infested road 30 copper
Escort for a day along a monster-infested road 60 copper
A run-of-the-mill killing 1 silver
An assassination 50 silver
Healing from a chirurgeon 15 copper
A month’s prayers for the departed 1 copper
Repairs to a mundane item 25% of the item’s cost
Meals
A hearty meal for one 2 copper
A poor meal for a family 1 copper
A feast 15 copper per person
Transport
Cart and Donkey, sworn to carry your burdens 50 copper, load 20
Horse 75 copper, load 10
Warhorse 4 silver, load 12
Wagon 2 silver, load 40
Barge 50 copper, load 15
River boat 1 silver, load 20
Merchant ship 5 gold, load 200
War ship 10 gold, load 100
Passage on a safe route 10 copper
Passage on a tough route 25 copper
Passage on a dangerous route 1 silver
Land and Buildings
A hovel 1 silver
A cottage 10 silver
A house 25 silver
A mansion 15 gold
A keep 50 gold
A castle 100 gold
A grand castle 1000 gold
A month’s upkeep 1% of the cost
Bribes
A peasant dowry 50-Communication copper
“Protection” for a small business 100-Communication copper
A government bribe 1 silver-Communication
A compelling bribe 2 silver-Communication
An offer you can’t refuse 5 silver-Communication
Gifts and Finery
A peasant gift 5 copper
A fine gift 55 copper
A noble gift 2 silver
A ring or cameo 75 copper
Finery 1 silver
A fine tapestry 3+ silver
A crown fit for a king 5 gold
Magic Items
There are stranger things in the world than swords and leather. Magic items are the non-mundane items
that have intrinsic power.

Magic items are for you to make for your game. The GM can introduce magic items in the spoils of battle
or the rewards for jobs and quests. Enchanters can also work magic effects into items as well, often for a
steep price, not always money. If a player is interested in such, they should let the GM know!

When making your own magic items keep in mind that these items are magical. Simple modifiers, like+1
damage, are the realm of the mundane—magic items should provide more interesting bonuses.

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