Dragon Warriors House Rules 2

8
Dragon Warriors 1 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.

description

More house rules for Dragon Warriors RPG, this time 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.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.

Transcript of Dragon Warriors House Rules 2

Page 1: Dragon Warriors House Rules 2

Dragon Warriors

1

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.

Page 2: Dragon Warriors House Rules 2

Dragon Warriors

2

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

Page 3: Dragon Warriors House Rules 2

Dragon Warriors

3

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

Page 4: Dragon Warriors House Rules 2

Dragon Warriors

4

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.

Page 5: Dragon Warriors House Rules 2

Dragon Warriors

5

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%

Page 6: Dragon Warriors House Rules 2

Dragon Warriors

6

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

Page 7: Dragon Warriors House Rules 2

Dragon Warriors

7

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.

Page 8: Dragon Warriors House Rules 2

Dragon Warriors

8

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.