Dragon Warriors Character Creation Summary Abbreviations: ABR = Armour Bypass Roll AF = Armour Factor CR = Combat Round (6 seconds) HP = Health Points MP = Magic Points STR = Strength REF = Reflexes INT = Intelligence PSY = Psychic Talent CHA = Charisma 1. Allocate 20d6 among Strength, Reflexes, Intelligence, Psychic Talent and Charisma, minimum 3d6, maximum 6d6. Choose the best 3 dice for each. 2. Choose A Profession. 3. Roll for your money and HP. Knight ------ A heavily armoured warrior, especially good at defense. Health Points 1d6+7 ATTACK 13 DEFENCE 7 MAGICAL ATTACK NA MAGICAL DEFENCE 3 EVASION 4 Initial Equipment: Chainmail armour, shield, dagger, lantern, flint-&-tinder, backpack, 125F, sword or morning star Weapon proficiencies: all except battleaxe, unarmed combat and exotic weapons Armour proficiences: all Skills (choose one at ranks which are multiples of 3): 1. Disarm When attacker rolls 20, roll 3d6. If above attacker's rank, weapon is flung 1d6m away. 2. Expert Parry Shield parries on 1 or 2 on d10. 3. Main Gauche Fight with two weapons; primary weapon must be bigger than secondary weapon; secondary weapon can be used for defence +2 DEFENCE or additional attack (DEFENCE goes to 0) 4. Master Bowman +1 Armour bypass for arrows; every two rounds can shoot an extra arrow. 5. Quick Draw Can draw a dagger, shortsword or sword and attack in the same round. 6. Swordmaster A 1 or 2 is a Critical Hit. 7. Weaponskill Add 1 to armour bypass for selected weapon Advancement: +1 ATTACK, DEFENCE, MAGICAL DEFENCE, Health Point every rank +1 EVASION at 5th and 9th rank ======================================================================= Barbarian --------- A warrior with a fast attacking style. Health Points 1d6+9 ATTACK 14 DEFENCE 7 MAGICAL ATTACK NA MAGICAL DEFENCE 3 EVASION 5 Initial Equipment: Hardened leather armour, dagger, lantern, flint-&-tinder, backpack, 6d6 X 5 F, battleaxe or two-handed sword Weapon proficiencies: all except exotic weapons and unarmed combat Armour proficiences: all except plate Skills: 1. Berserk Every 3 points of DEFENCE can be sacrificed for +1 ATTACK 2. BloodRage Gained at 8th rank; can enter Bloodrage when wounded; add DEFENCE to ATTACK, DEFENCE is 0, +1 damage; does not fall unconscious; immune to mind control; when all enemies are slain, will attack nearest companion; need to roll under Intelligence on d20 to stop Bloodrage 3. Improved Strength +1 Strength at 5th and 10th rank. Advancement: +1 ATTACK, DEFENCE, MAGICAL DEFENCE, Health Point every rank +1 EVASION at 5th and 9th rank ======================================================================= Sorcerer -------- A powerful spellcaster but weak fighter. Health Points 1d6+4 ATTACK 11 DEFENCE 5 MAGICAL ATTACK 15 MAGICAL DEFENCE 5 EVASION 3 Magic Points 4 Initial Equipment: Lantern, flint-&-tinder, backpack, dagger, shortsword or staff, 100F, any two potions from the following: Dexterity, Occult Acuity, Strength, Healing and Replenishment. Weapon proficiencies: dagger, sword, shortsword, staff, mace, sling, crossbow Armour proficiences: padded leather, hardened leather Skills: 1. Calligraphy Gained at 4th rank; prepare scrolls; each scroll takes up 2 Magic Points from the normal Magic Points total until it is used 2. Alchemy Gained at 6th rank; brew potions; requires a laboratory 3. Artifice Gained at 8th rank; construct magical items; details will be explained when necessary. Advancement: +1 ATTACK, DEFENCE at 4th, 7th, 10th rank +1 MAGICAL ATTACK, MAGICAL DEFENCE every rank +1 EVASION at 5th and 9th rank +1 Health Point at even ranks +4 Magic Points at odd ranks, +3 at even ranks +3 spells every rank ======================================================================= Mystic ------ A Mystic uses psychic energy to cast spells. Health Points 1d6+5 ATTACK 12 DEFENCE 6 MAGICAL ATTACK 14 MAGICAL DEFENCE 4 EVASION 3 Initial Equipment: Lantern, flint-&-tinder, backpack, bow, quiver with 6 arrows, dagger, hardened leather armour, 2D10 X 5 F, sword or staff Weapon proficiencies: dagger, sword, shortsword, staff, mace, sling, crossbow, bow, spear Armour proficiences: all except plate, chainmail Skills: 1. Premonition (Sixth Sense) Detect danger; requires 3 rounds of concentration on an object or location within 5m; Chance of success = 35% + 2%/rank 2. ESP Detect thoughts within 10m, but no indication of direction can be obtained; requires 3 rounds to prepare before use; unlike Premonition, the Mystic does not use full concentration during preparation and thus can do other things; Chance of success = 5% + 3%/rank 3. Enchantment of arms and armour Gained at 4th rank; Maximum total enchantment bonuses equal rank; Enchantments can be bonuses to any of the following: Melee weapon: ATTACK, DEFENCE, Armour bypass, damage Missile weapon: ATTACK, Armour bypass, damage Armour: DEFENCE, Armour Factor Maximum enchantment bonus of any type is +1(4th rank), +2(6th rank), +3(9th rank); Chance of flawed item = 10% x (4 + total enchantment bonus - rank) Time requirement for enchanting armour +1 200 days +2 400 days +3 800 days Time requirement for enchanting weapons For each +1 +50 days For each +2 +100 days For each +3 +200 days Time requirement for arrows, quarrels For each +1 +10 days For each +2 +20 days For each +3 +40 days 4. Adepthood May attempt to attain Adepthood at 8th rank and above; Immunity to disease, poison, fright attack; Reflexes and Psychic Talent goes to 18. Advancement: +1 ATTACK, DEFENCE at odd ranks +1 MAGICAL ATTACK, MAGICAL DEFENCE every rank +1 EVASION at 5th and 9th rank +1 Health Point at even ranks +3 spells every rank ======================================================================= Warlock ------- Masters of sword and sorcery. Health Points 1d6+5 ATTACK 12 DEFENCE 6 MAGICAL ATTACK 13 MAGICAL DEFENCE 4 EVASION 3 Magic Points 2 per rank Initial Equipment: Lantern, flint-&-tinder, backpack, bow, quiver with 6 arrows, dagger, ringmail armour, 2D10 X 5 F, 2 handed sword or spear or sword and shield Weapon proficiencies: dagger, sword, shortsword, crossbow, sling, choose any 2 others (can be shield) Armour proficiences: all Skills (choose one at ranks which are multiples of 3): 1. Appraise Enemy Determine Profession and rank by making PSY roll; takes 1 CR; can only be used once on a being. 2. Arrow Cutting DEFENCE vs ATTACK; if more than one arrow shot at him, DEFENCE has to be split; applicable to all normal missile weapons except quarrels. 3. Fight Blind 50% of the usual penalty for fighting blind in melee ( -2 Attack, -4 Defence). 4. Unarmed Combat must have selected unarmed combat as Weapon Proficiency (d6, 3). 5. Minor Enchantment (Weapons) 3 levels : basic (+1), advanced (+2) and master (+3); Maximum total enchantment bonuses equal rank; 1% chance of flaw. 6. Minor Enchantment (Armour) -similar to above. 7. Major Enchantment (Weapons) -must have Minor Enchantment (Weapons) at Master level; can make one of each sword in his lifetime; takes 1 year and a day; the above cannot be imbued with any other powers; Volcanic Sword : +5 fire dmg; Severblade : d20 ABR; Vampire Sword : wielder gets 3 HP for every living creature slain. 8. Major Enchantment (Armour) -must have Minor Enchantment (Armour) at Master level; selects one type of armour; to be able to make other types, must take the skill again; takes 3 years; 1% chance flawed; no other magic powers; must use plate armour; Nullplate: jet-black alloy of silver studded with emeralds and jade; 2000C; provides 3 MP Spell Screen; Herculean Armour: alloy of gold decorated with rubies, topaz or fire opals; 1500C; wearer has STR of 20; Fortress Armour: alloy of platinum with diamonds; 3000C; reduces dmg from destructive sources by 20. Advancement: +1 ATTACK, DEFENCE, MAGICAL ATTACK, MAGICAL DEFENCE every rank +1 EVASION at 5th and 9th rank +1 Health Point at even ranks +2 Magic Points every rank +2 spells every rank For most spellcasters, additional spells may be learnt according to the following procedure: Method Time required (in weeks) ---------------------------------------------------------------- Taught by another spell level Learning from spellbook or scroll spell level x 2 Own learning/researching spell level x 4 At the end of the time period, make a check to see if you are successfull: (Psychic Talent + rank - spell level) on d20 You may repeat the procedure if you fail. Note that gaining new spells is very expensive in terms of time and money.