Dragon Warriors House Rules 2
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Transcript of Dragon Warriors House Rules 2
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House Rules 2: Wizards and Magic.
This document is intended to be a
work of non-profit making fan appreciation and is not meant to
challenge any copyrights and/or trademarks. These rules additions
are not official and the current
copyright owners of the Dragon Warriors RPG at the time of writing
are Serpent King Games.
The following pages are my house
rules for dealing with sorcerers, Mystics, Elementalists, and
Warlocks. It also introduces the
profession of 'Paragon' and provides additional notes on social
background, languages and more information about the Westernmost
Lands of Baron Aldred's fief.
In Dragon Warriors, the world works in the same way that people in the
Middle-Ages believed it did. Magic is
real, probably evil, and those who use it are to be feared, and are
defiantly not to be trusted. This is why Wizards prefer to be discrete
about their powers, for fear of being subject of a hue and cry from a mob
of torch and pitchfork wielding peasants.
Players wishing to play one of the Wizard professions, like Sorcerers
and Mystics should also really have access to the main rulebook. These
professions are also regarded as quite rare, so parties will usually be
primarily made up with characters
from the warrior professions.
The Wizarding Professions
Sorcerers Sorcerers are basically civilised scholarly magicians found in most
parts of the Land of Legend; apart
from some barbarian cultures, and places like Thuland and the
Mercanian Coast, where Elementalists predominate.
A player who wishes his or her character to be a sorcerer must first
have scores of at least 9 for both Intelligence and Psychic Talent.
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All Sorcerers are left handed, and all are considered literate, regardless of
their original family social background.
Considered sinister by most common folk, Sorcerers are likely to travel
around the land incognito.
There are also no established guilds
of magic and sorcerers are usually
apprenticed to a Master Sorcerer at an early age. Discreet and secret
communities may well exist however, possibly well hidden within
monasteries, or even within the new universities that have begun to
establish themselves in some of the larger cities of the civilised world.
Mystics Mystics are not truly 'wizards' as
such, as their 'magic' comes from within themselves, rather from
external 'forces'.
Mystics too can be found throughout the land of legend, but in many
initial adventures, it can be assumed that they have learnt their skills
from a Mystic tutor, or from within one of those rare and secluded
Monasteries dedicated to the practice of mysticism.
A player who wishes his or her character to be a Mystic must have a
score of at least 9 in Psychic Talent.
Mystics do not use magic points, and
may continue to cast spells for as long as they do not fail their 'Psychic
Fatigue' rolls. Every time a mystic
casts a spell, he or she rolls:
13 + rank - spell level or less on 1d20
If this roll fails, the mystic can cast
no further spells until the following dawn.
Elementalists In the North, in lands such as
Thuland and the Mercanian Coast, the main magical practice is not
Sorcery, but Elementalism. Elementalists are shamans who
harness the raw power of the natural
elements.
To become an Elementalist, a
character must first have scores of at least 9 for both Intelligence and
Psychic Talent.
Warlocks Warlocks are basically warrior-wizards, and receive their training in
a similar way as Sorcerers, that is in apprenticeship to a Master Warlock.
Like Sorcerers, Warlocks are always literate.
To become a Warlock, a character must have a score of at least 11 in
intelligence, and 9 in Psychic Talent.
Errata: A Warlock's starting defense score is 5 not 6. A Warlock's starting
Magical Attack score is 12, not 13.
The Paragon The 'Paragon' is a new player profession.
Paragons are priests, monks, or nuns of such piety, that they are
able to harness their faith to create small miracles.
There is no minimum requirement to become a Paragon, though a high
Psychic Talent would be useful.
The Paragon's initial Special Ability is Bless, and at later levels they are
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able to cast a limited number of spells.
Like Mystics, Paragons do not use magic points, and may continue to
use spells and their 'Bless' ability for as long as they do not fail their
'Psychic Fatigue' roll. Every time a Paragon uses a spell or the 'Bless'
ability, he or she rolls:
13 + rank - spell level or less on 1d20
Paragons use the mystic’s Background Table and as they are
not trained fighters, they are not skilled in the use of armour and
have the same combat penalties as Sorcerers and Elementalists:
–1 from attack and defence for
wearing a mail hauberk;
–3 for mail armour;
–4 for plate armour.
The Paragon A: Strength, Reflexes,
Intelligence, Psychic Talent
and Looks: roll 3d6 for each.
B: Health Points: roll 1D6+4.
C: Basic Attack: 11. Defence: 5.
D: Basic Magical Attack: 14. Magical Defence: 5,
E: Basic Evasion: 3,
F: Basic Stealth: 13,
Perception: 5,
G: Special Abilities at 1st Rank:
Bless.
H: Initially equipped with
lantern, flint-and-tinder, backpack, Robes (acts as
Gambeson), 2-20 florins, and a staff.
Increasing in Rank
+1 to attack and defense when
the character reaches 3rd rank, then +1 at 5th rank,
and +1 at 7th rank, etc.
+1 to the character’s Health
Points score when he reaches 2nd rank, then +1
at 4th rank, and +1 at 6th
rank, etc.
+1 to both magical attack and
magical defence each time the character increases in
rank, with an additional +1 to magical defence at 7th
and at 12th rank.
+1 to the character’s evasion
upon reaching 5th rank, then +1 at 9th rank.
+1 to stealth and perception when the character reaches
3rd rank, then +1 at 5th rank, and +1 at 7th rank,
etc.
Paragon Special Abilities At 1st Rank, a Paragon can use the
'Bless' ability. Bless allows a character to 'enchant' people, and
certain items.
Bless should be performed in front of
an alter bearing the relic of a saint.
Bless takes effect after successfully
rolling Psychic Talent or less on 1d20
and it can be used in a number of different ways:
1. Bless can be used to temporarily enchant an item,
such as a weapon, a holy symbol, or a vial of water. This
effectively turns the object into a holy relic. The
enchantment on the item will
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last for a number of days equal to the Character's Rank.
2. Bless can also be performed without alter and relic, but the
duration becomes hours rather than days. Blessed weapons
can be used against creatures that would normally only be
harmed by magic or magical
weapons.
3. Blessed holy symbols and vials
of holy water can be used to repel, or hold off evil creatures
such as vampires. These holy relics also grant any person
carrying them immunity from curses.
4. A vial of blessed water will cause 4 points of damage to
evil creatures, if the character is able to pour or splash it on
them.
5. Bless can also be used to
permanently remove a curse,
and can cure a person of madness, and lycanthropy. It
requires a lengthy ritual in front of an altar bearing the
relic of a saint. If such a place is not available, then the cure
will only be temporary, lasting a number of days equal to the
blessing character's Rank.
At each rank from 4th, a Paragon
can cast a limited number of Sorcerer spells.
Paragons can cast these spells as many times as they wish, as long as
they do not fail their Psychic Fatigue
check. Once they have failed this roll, Paragons can not cast any more
spells until he or she is blessed in front of an alter baring a relic of a
saint.
The spells available to Paragons from 4th rank are:
4th Rank: Lesser Healing (1st level spell);
5th Rank: Hold off the Dead (2nd level spell);
6th Rank: Greater Healing (3rd level spell);
7th Rank: Antidote (4th level
spell);
8th Rank: Cure Disease (6th
level spell);
9th Rank: Miracle Cure (9th
level spell);
10th Rank: Resurrect (10th
level spell).
A Paragon of 10th Rank or higher is
considered a 'living saint', and after death, their bodies become holy
relics in their own right.
Friars Details of the 'Friar' Profession can
be found in 'Ordo Draconis', Autumn 2009 (Vol: 1/No: 1). The
Friar profession has a starting special ability called 'Piety'.
Paragons of first rank may also have this ability.
Piety: When rolling to ward off creatures, like Vampires, who can be fended off by
presentation of the crucifix, the Paragon rolls an extra die. Thus, to ward off Vampires, the Friar rolls 4d6 plus his
rank.
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Social Background and Languages
All player characters must roll 1d100 for social status. Each profession has
its own table, and the results for Knights, Mystics, Sorcerers,
Warlocks and Assassins are very similar.
Barbarians and Elementalists come from a different societal structure to
that of the feudal system that the other professions know.
Social Background
The feudal society presented in the
Dragon Warriors RPG is very hierarchical. At the top are nobles,
closely followed by The Gentry. Below them are commoners, who
are further divided into various social levels.
A character's profession will also affect his or her status; in that,
when two characters are of a similar
social status, the Knight will always be considered higher status in the
eyes of most common folk.
Languages
All characters start with fluency in
their native tongue. Characters then
roll a 1D20 to see if they know a second language:
1 Fluent in an additional language, and roll again
for a further language.
2-3 Intermediate (almost
fluent, but with an accent) in an additional
language, and roll again.
4-5 Basic (a few words and
phrases) understanding
of an additional language, do not roll for
more.
6-20 No additional languages,
no more rolls.
Certain character backgrounds can
modify the d20 roll as follows:
Barbarians -6
Nobility -2
Gentry -1
Marina -2
Merchant -1
Major Domo -1
Literacy The percentage chance of a
character being literate is also dependent on their social
background (remembering that
Sorcerers and Warlocks are automatically literate):
Nobility 15%
Gentry 10%
Townsfolk:
Craft 10% Professional 35%
Trade 7% Menial Workers 5% Riffraff 2%
Merchant 10%
Entertainer 8%
Peasantry:
Freeman 8% Serf 3%
Cottar 2% Slave 1%
Charcoal Burner 1%
Other 1d20%
Barbarian 1%
Elementalist 2%
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Modern Languages Characters may learn the following
languages:
Elleslandic (Cornumbria, Albion);
Vasic (Thuland, Ereworn, Glissom);
Latter Mercanian (Mercanian Coast);
Algandarve (Algandy);
Beaulangue (Chaubrette);
Kurlish (Kurland, Asmulia);
Emphidian (Emphidor);
Angate (New Selentine Empire,
Ferromaine League);
Opalarian (Opalar);
Nascerine (Zhenir, Marazid,
Harogarn);
Etya'be'Yely (Eastern Steppes -
various tribal dialects);
Cabbandari (Krath, Kingdom of the
Wyrd);
Dakkandi (Yggdras).
Special Languages Characters may have access to the following specialist languages:
Arcane (Sorcerers);
Coradian Trader's Argot (Merchants
along the Coradian Sea).
Ancient Languages Characters who are literate may also know some ancient languages (see
page 57 of the main rulebook).
Bacchile (Old Selentine Empire);
Ancient Emphidian;
Old Mercanian;
Old Kurlish;
Kaikahuran (No longer spoken,
written hieroglyphs only);
Lughwyd (No longer a spoken
language);
Ancient Batubatan.
The Elleslandic Calendar
A year in legend is 365 days long, with an extra day every four years
(leap year), and year is divided into 12 months.
The Elleslandic Year: Forst-monath (30 days) the coldest
month of the year.
Thawian-monath (31 days).
Ploh-monath (30 days) the month
ploughing starts.
Oster-monath (31 days) the Easter
month.
Harel-monath (30 days) the month
in which sowing starts.
Eath-monath (31 days) the month in
which sheep are sheared and the
land is fertilised.
Waed-monath (30 days) the
Midsummer month (The first
Freyasdae of Waed-monath).
Heorfest-monath (31 days) the
month in which the harvest is
gathered.
Arn-monath (30 days).
Halig-monath (31 days) the Autumn
month.
Bael-monath (30 days) the
beginning of winter.
Yeol-monath (30 days/31 if a leap
year) the month of the 12 day feast
of St Stephan.
The Elleslandic days of the Week: Haligdae (the Sabbath)
Syfsdae Tyrsdae Wotansdae
Torsdae Freyasdae
Boldursdae
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Living in the Lands of Legend
Many initial adventures are likely to begin in
the lands of Baron Aldred's fief:
Helfax Wood
You may find Fae folk and Wolves
here.
Coronach Marsh
Coronach Marsh is a treacherous
wilderness area; plagued by snakes,
and home to charcoal burners, peat
farmers, and outcasts.
The Shiriven Hills
Brave pilgrims travel through this
dangerous place to visit the shrine of
St. Stophin, patron saint of storms.
The Bleaks
Beware of Wolves.
Jewelspider Wood
There are rumours of evil Oakmen in
this forest.
Fenring Forest
Deep in the forests are barrow tombs
from ancient times.
Ruined Villa
A ruin left from when Albion was
occupied by the Old Selentine Empire
(built in approximately 130PD).
Ruined Fort
A small ruined hill fort left from when
Vallander ruled this area (built in
approximately 350AS).
Standing Stones
An ancient set of standing stones
dating back to before the Selentine
occupation (pre-1,000PD).
The Tower of Ulric the Sorcerer
Even though he has always strongly
denied it, the locals think Ulric a
Wizard, and avoid him.
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Igam Wood
It is believed that if you are caught
in the wood after nightfall, you die
before morning.
Hobb’s Dell
The evil fog of Hobbs Dell shrouds
the lair of 'Gardener Jack'.
Candleford
Candleford is a large township
Lakstead
Lakstead is a small city north of the
treacherous Hourla Hills.
Clyster
Clyster is a free city in Baron
Aldred's fief.
Ostelin Abbey
Ostelin Abbey is a Large Monastery
dedicated to the Selentine Church.
Myrkyn's Castle
Myrkyn's Castle is home to a
powerful and mysterious wizard.