Dragon Spawn Game Player's Guide Book
Dragon Spawn Game Player's Guide Book
Dragon Spawn Game Player's Guide Book
By Magnus Karlsson
Copyright © 1996-1998, Jeffrey R. Naujok and BlackStar Enterprises. All Rights Reserved under law.
In the spirit of the Internet, this document may be copied freely as long as it is not altered from its original form in any
way. No fee may be charged for the distribution of this product. A fee may be charged to distribute this document on
magnetic or optical media, but no fee in excess of the actual cost of manufacture may be charged without the express
written permission of the author of this work.
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Copyright & Legal Notices:
This book is a work of fiction. It is held in Copyright © 1998, by Jeffrey R. Naujok, All Rights Reserved. The
following usage rights are granted with no exceptions. This book may be copied freely so long as no modifications are
made to it, and so long as no fee is charged for duplication above and beyond the cost of materials involved in the
duplication. All materials herein are declared copyright © 1998 by Jeffrey R. Naujok. Any further use of this
publication requires written authorization by Jeffrey R. Naujok. Any other use will be prosecuted to the full extent of
the law.
This book is for entertainment purposes, and the author disavows knowledge of any other use for this work.
Further, the author shall be held blameless for any damages, civil or otherwise that arise from the use of this work of
fiction. This work should not be seen as an endorsement or slander of any product, person or other item that is not
directly related to the DragonSpawn Role-playing System. The author and publisher shall not be held liable in any case
for any damages or criminal acts arising from the use of this book.
This book is published under the auspices of BlackStar Publishing, a division of BlackStar Enterprises.
BlackStar Publishing is a not-for-profit group for the electronic distribution of works of fiction.
This book is printed using the Microsoft Sherwood font for headings, and the Microsoft Times New Roman
font for body text. Text fonts above eight points are automatically kerned using embedded True Type TM font data.
This book was composed using Microsoft Word 7.0 and 8.0. The images were scanned in and developed using
Paint Shop Pro 4.x.
Any and all trademarks used in this book remain the property of their respective owners, and no use of those
trademarks within this book should be construed as an attempt to claim ownership or belittle the owner’s trademark
rights.
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Preface
This is the first edition of the rules for DragonSpawn, a fantasy role playing system. This guide has been built
around one general premise, that other systems are either too cumbersome, or too simplified, turning role-playing into
Roll Playing. Too many games have devolved into, ”Open the door, kill the monster, divvy up the treasure. Go to the
next door…”
That is not what role-playing is about. Good role-playing can be done without dice, without ability scores,
and even without a Game Master. Not that this system doesn’t use dice. To the contrary, one of my favorite things from
gaming is a heavy velvet pouch that is filled to bursting with dice of every imaginable size and color, not to mention
number of sides. This system uses ability scores as well, quite a few of them in fact.
So why am I writing this?
The easiest answer is that I want to make everything consistent and easier. To remove all of the ambiguities
that have cropped up over the years. That is a pipe dream. Any ambiguities I clear up will surely spawn twenty more.
That is the nature of role playing, and that is what makes it unique among all the games in the world. In the end, what
I am trying to do is create a system that is easier to use than the ”classic” systems (and I shall avoid naming names),
yet still offers the rich depth of play those systems offer. In addition, this system, from the start, will be donated into
the public forum. Although I will retain the rights for the system, and I will be the only ”official” outlet for the game,
anyone will be able to create their own adventures, addenda and rule variations, and post them in any forum they want.
I will maintain an ”official” logo for the game, and those additions that are submitted to me, and which I
approve of, will receive this logo, and become an ”official” addendum to the game.
I can only hope that this system catches on, and is put into wide use and accepted. If it is, there is no limit to
the range this game can cover. In addition, although I have not tried it personally, there is no reason that these rules
can’t be extended easily to any genre of role-playing. I am sure, and I hope, that individuals will produce those rule
addenda soon, so that everyone can enjoy this system, whether they are swashbucklers or mech-warriors.
In closing, I can only say, ”Enjoy!”
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Acknowledgments
I have to send special thanks to those that made this possible. First of all, I need to thank all of the people I
gamed with over the years. My parents who bought me and my brother that first boxed set that led us into a creative
realm from which we never truly escaped. My brother, for running those first games between just the two of us, that I
will never forget. ”There’s WHAT behind the door?!? Close it, close it, CLOSE IT NOW!”
When we started gathering more into the group, it was Dean and Greg in a castle that was unbelievable. Both
of your wizards are bleeding insane…
Eventually, I took the reigns with my own group, Ken, Wayne, Chris, Jake and Bryan. As an aside to Ken’s
mom, who was vehemently against RPGs, I guess Ken wasn’t watching movies every Saturday night.
And finally, and foremost, there was the last player added, Brittany. I guess it was just a natural, since I did
end up marrying her. She’s the one who gives me support, even when she doesn’t agree with me. She’s the one who
makes everything I do mean something. And she’s also the one who thought she edited this special line out. She may
be the light of my life, but I’ll always be the one who knows how to lock out changes in the word processor.
One final note, I hope to add at least one more player at some point, my son Jason. It’s truly amazing how
much one little boy’s smile can change your life.
Jeff Naujok - March 27, 1996
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Foreword
This will be written when the book is done, not when it’s starting.
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Table of Contents
Copyright & Legal Notices:...........................................................................................................................iii
Preface.............................................................................................................................................................iv
Acknowledgments............................................................................................................................................v
Foreword..........................................................................................................................................................vi
Table of Contents...........................................................................................................................................vii
Introduction......................................................................................................................................................x
What You Need............................................................................................................................................x
A Note on Dice........................................................................................................................................xi
Imagination.............................................................................................................................................xi
Additional Supplies.................................................................................................................................xi
Onward........................................................................................................................................................xi
A Note on the Use of Gender..................................................................................................................xi
Chapter 1: Creating A Character......................................................................................................................1
How To Fix History In Ten Easy Lessons...................................................................................................1
Ability Scores...............................................................................................................................................2
The Individual Scores..................................................................................................................................4
Physical Attributes........................................................................................................................................4
Brawn........................................................................................................................................................4
Stamina.....................................................................................................................................................5
Agility.......................................................................................................................................................6
Manual Dexterity.....................................................................................................................................6
Mental Abilities............................................................................................................................................7
Willpower.................................................................................................................................................7
Knowledge................................................................................................................................................8
Thought.....................................................................................................................................................8
Wisdom.....................................................................................................................................................9
Social Abilities.............................................................................................................................................9
Beauty.......................................................................................................................................................9
Leadership..............................................................................................................................................10
Socialization...........................................................................................................................................10
Character.................................................................................................................................................11
How Do We Roll A Character from Scratch?............................................................................................11
Health Scores..............................................................................................................................................12
Recovering Health......................................................................................................................................12
Comatose States (Optional).......................................................................................................................12
Character Names........................................................................................................................................13
Character History.......................................................................................................................................13
Chapter 2: Character Race.............................................................................................................................15
Humans.......................................................................................................................................................15
Gender....................................................................................................................................................15
Elves...........................................................................................................................................................15
Playing an Elf.........................................................................................................................................15
Dwarves......................................................................................................................................................16
Playing a Dwarf......................................................................................................................................16
Gnomes.......................................................................................................................................................17
Playing a Gnome....................................................................................................................................17
Silurs...........................................................................................................................................................17
Playing a Silur........................................................................................................................................18
Fairykin.......................................................................................................................................................18
Playing a Fairykin..................................................................................................................................18
Chapter 3: Character Skills............................................................................................................................20
”Call Me Sometime, When You Have No Class”.................................................................................20
Learning Skills...........................................................................................................................................20
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Skill Slots...................................................................................................................................................21
Skills...........................................................................................................................................................22
Close Combat.........................................................................................................................................22
Ranged Combat......................................................................................................................................22
Siege Craft..............................................................................................................................................23
Defense...................................................................................................................................................23
Weaponry................................................................................................................................................23
Armor......................................................................................................................................................23
Mental.....................................................................................................................................................23
Magecraft................................................................................................................................................23
Devotion Skills:......................................................................................................................................23
Illicit Skills:............................................................................................................................................24
Musical Skills.........................................................................................................................................24
Survival Skills........................................................................................................................................24
General Skills.........................................................................................................................................24
Elven Skills............................................................................................................................................24
Chapter 4: Close Combat Skills.....................................................................................................................26
Chapter 5: Ranged Combat Skills..................................................................................................................40
Chapter 6: Siege Craft Skills.........................................................................................................................44
Chapter 7: Defense Skills...............................................................................................................................46
Chapter 8: Weaponry Skills...........................................................................................................................49
Chapter 9: Armor Skills.................................................................................................................................51
Chapter 10: Mental Skills..............................................................................................................................53
Chapter 11: Magecraft Skills.........................................................................................................................57
Chapter 12: Devotion Skills...........................................................................................................................67
Chapter 13: Illicit Skills:................................................................................................................................69
Chapter 14: Musical Skills.............................................................................................................................71
Chapter 15: Survival Skills............................................................................................................................73
Chapter 16: General Skills.............................................................................................................................75
Chapter 17: Elven Skills................................................................................................................................77
Chapter 18: Equipping Your Character..........................................................................................................79
Monetary Units...........................................................................................................................................79
Optional Rule: Different Coinage..........................................................................................................80
Equipment..................................................................................................................................................81
Starting Money:......................................................................................................................................81
Equipment Lists:....................................................................................................................................82
Equipment Descriptions.............................................................................................................................84
Clothing..................................................................................................................................................84
Candles and lanterns..............................................................................................................................86
Food and Drink.......................................................................................................................................87
Livestock................................................................................................................................................87
Transportation.........................................................................................................................................87
Weaponry................................................................................................................................................88
Ranged Weapons....................................................................................................................................89
Armor......................................................................................................................................................90
Adventurer’s Equipment........................................................................................................................91
Chapter 19: Setting Off For Adventure..........................................................................................................92
Fatigue........................................................................................................................................................92
Effects From Fatigue..................................................................................................................................92
Recovering From Fatigue...........................................................................................................................93
Ability Feats...............................................................................................................................................93
Chapter 20: Encounters and Combat.............................................................................................................94
Dodge..........................................................................................................................................................94
Armor Rank................................................................................................................................................94
Armor Damage (Optional).........................................................................................................................94
Repairing Armor.........................................................................................................................................95
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Partial Armor (Optional)............................................................................................................................95
”Called Shots” & Intentional Aiming (Optional)......................................................................................95
Combat.......................................................................................................................................................96
Initiative Phase.......................................................................................................................................96
Initiative Modifiers................................................................................................................................97
The Standard Combat System (Simplified Combat).................................................................................97
Adjusting Damage..................................................................................................................................97
Attacking to Disable...............................................................................................................................98
Opposed Combat (Optional)......................................................................................................................98
Massive Damage........................................................................................................................................98
Open Ended Damage (Optional)................................................................................................................98
Combat Fatigue (Optional)........................................................................................................................98
Chapter 21: Advancement............................................................................................................................100
Experience................................................................................................................................................100
Chapter 22: Magic and Spells......................................................................................................................102
Spell Research..........................................................................................................................................102
Spell Books...............................................................................................................................................103
Spell Failure.............................................................................................................................................104
Unraveling Spells.....................................................................................................................................104
Some Common Spells..............................................................................................................................105
First Circle Spells:................................................................................................................................105
Second Circle Spells:...........................................................................................................................106
Third Circle Spells:..............................................................................................................................106
Fourth Circle Spells:............................................................................................................................106
Chapter 23: Prayer and Miracles.................................................................................................................108
Chapter 24: Mental Abilities (Psionics).......................................................................................................110
Appendix A: Sample Character Sheet.........................................................................................................112
Index.............................................................................................................................................................113
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regular Joe with a little extra training. Besides, if a What are these twelve scores? The physical
wizard sacrifices everything physical just to get to first scores are Brawn, Agility, Stamina, and Manual
level, then why does it stop there? Shouldn’t each level Dexterity. The mental scores are Knowledge, Thought,
cost them more strength, and more stamina? Why end Wisdom, and Willpower. The social scores are Pride,
at three, why not keep going until they hit -10 at which Beauty, Socialization, and Leadership.
point they would no longer have the muscle tone to The following table shows how each of these
keep breathing. scores applies.
So, what can you do about it? The easiest Score / Definition
answer is to make everyone average to start with. Physical Attributes
DragonSpawn uses a system where every score Brawn 2 The physical strength of the
starts off within the average range for an adult male character. Shows how much
human. This can be adjusted for racial or gender they can physically lift in one
differences, but otherwise is standard for all scores. single motion. Increases the
Each score has a theoretical range of -100 to 100, amount of damage done when
although scores under 0 or over 30 are rare. Human attacking, but does not make it
scores usually range from about 4 to 20, with the easier to hit something.
average human adult male falling in the range from 7 to Stamina 2 The ability of the character to
12. ”keep going”. A marathon
It is then up to the player to decide which runner may not be as
scores to increase. This gives them the ability to decide physically strong (so a lower
which scores are high, at the same time as they decide Brawn score) then a
why those scores are high. Automatically, the history of weightlifter, but in a ten mile
the character starts to resolve itself. Why not put those run, it will be the marathon
points into Brawn? Maybe the character would rather runner who comes in first.
be nimble than strong, so we put those points into Stamina reduces the onset of
Agility instead. The reasons are endless. fatigue in combat and when
So now the character is already making carrying heavy items, and
sacrifices and decisions about what they want to be increases the amount of
like, even before they have a name. In one step, we damage a character can
connect the abilities to the character history. withstand.
Agility 2 The ability of the character to
Ability Scores move nimbly. A character with
a high Agility score would be
There are twelve ability scores in
able to balance on a tightrope,
DragonSpawn. That’s right, twelve. Why so many? The
or execute a back flip much
better question is why do other systems offer so few.
easier then a character with a
One of the other systems has a single category,
low agility score. Agility
charisma, that deals with the physical beauty of the
makes it more difficult to hit
character as well as such intangibles as leadership and
the character in combat, as they
social compatibility. What a crock. I’ve known lots of
will simply not be where the
people who were stunningly handsome/beautiful; who
attack was aimed.
could stop traffic. Of course after two minutes talking
Manual 2 This score has to deal with how
with them, you’d want to get away as quickly as you
Dexterity good a character is at
possibly could. Yet, the authors of this other system
manipulating tiny objects. A
seem to say that this is impossible, that if you are good
character attempting to pick a
looking, you must also be great at socializing with
lock should have good manual
others. Maybe this is a reflection on the social life of
dexterity.
those authors, since the opposite case seems to be well
known. Hmmm… Mental Attributes
So we have twelve scores: four that describe Knowledge 2 This represents the amount of
purely physical attributes, four that describe mental book learning a character has
attributes, and four that describe social attributes. received. This does not directly
An argument could be made that beauty relate to intelligence. If I had a
belongs under physical scores since it is solely a dollar for all of the college
physical characteristic. I put it under social scores professors I had that were
simply because it is only important in social situations. extremely book-smart but
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Score / Definition Score / Definition
dense as a doorknob, I’d be a used to mentally control the
rich man. High knowledge magic being created.
without wisdom is like Social Attributes
someone who can answer every Beauty 2 The physical ”good looks” of
question in Trivial PursuitsÔ, the player. Although it has little
but can’t hold onto their job bearing other than first
because they screw everything impressions, physical beauty
up. Knowledge is important plays an important part in
for sage craft and in the use of defining the character.
spell craft. It is also useful in Everyone wants to know if
creating believable illusions. their character is drop dead
Thought 3 The ability to ”think fast” or gorgeous, or just plain ugly.
think on one’s feet. Thought is Leadership 3 The ability of the character to
related to the speed at which a lead others. Some people
person assimilates information simply have an undeniable aura
and acts on that information. of leadership about them. They
Ted Williams often said that he just have that voice, or that
could count the stitches on a look, and seem to be able to
fast ball hurtling towards him talk any group into a frenzy
at 90+ miles an hour. That also and calm them down again.
means that he could move the Think of Martin Luther King
bat to intercept that flying and his fiery speeches that
sphere. His .400 batting brought Civil Rights to
averages and other feats America. Or if you prefer an
support his statements. In opposite example, think of
combat, this means the ability Adolph Hitler and his ability to
to see an attack coming and to get millions of Germans to
dodge it, and the ability to see follow him without question or
a hole in the enemy’s defenses pause, even to the point of
and exploit it. It is also committing the most atrocious
important in spell craft for of acts.
catching the changes in the Socialization 2 The ability of someone to get
magic as it is being created. along with others in a social
Wisdom 2 Best thought of as the lessons surrounding. We all know the
that life teaches us, Wisdom is guy who can walk into any
a type of knowledge that can party, from a fraternity-house
only be gained through beer guzzle to a black-tie
experience. This is what all dinner and be accepted without
those college professors lacked. a second glance. That is
This can best be termed as real- equivalent to a high
world knowledge. In game socialization score.
terms it gives the character the Character 3 This ability defines the extent
ability to see through illusions to which a player keeps their
easier, and to resist the vows, whether they are public
influence and charm of others. or private vows. Someone with
Willpower 3 The ability of someone to character keeps his or her
influence their will. This means word. Those without character
that the person can avoid do not.
suggestions and commands that
are contrary to their beliefs and
their ideals. It is used in the
game to ward off charms and The Individual Scores
ensnarement. It is also The following is a breakdown of each score in
important in spell craft, as it is the categories.
N
to any one category: physical, mental, or social. In wounds, application of healing magics, etc., the
addition, when you use points on a score, you must character is done for.
apply the divisor to the points being added. Therefore, For example, Rarg, our barbarian, is down to a
to add to the physical score of Stamina, you must use health of four. He is struck by a sword blow that pierces
two Additional Points to raise the Stamina score by one his armor and delivers six points of damage. Rarg now
point. No fractional scores are allowed. enters a comatose state. Because he received two more
points of damage then he has, he starts at a score of
negative two health. It takes his companions another
Health Scores two rounds to dispatch his attackers. During this time,
A character has a certain amount of health that the clock is ticking for him, and he proceeds to a minus
represents their resistance to damage, as well as their four. His companions need another turn to dig out
ability to withstand poisons, sickness, and disease. A medical supplies and rolls of cloth to bind his wounds,
character’s health score doesn’t change over the and his score now drops to minus 5.
lifetime of the character, barring increases in the His companions then bind all of his wounds,
character’s stamina score or magical changes. stanching the bleeding, and in general making him
Every character’s health score ranges from 7 comfortable. At this point Rarg makes a stamina check.
to 18, which is determined by a die roll of 1d12 + 6. Rolling a d20, he gets a 10. Since this roll is less then
Added to this roll is the bonus from the character’s his stamina score, he survives the shock to his system,
stamina score. See the stamina table for the bonus for a and starts to heal. Unless his companions provide some
given stamina score. form of magical healing, he will remain comatose for
For example, Rarg, our favorite barbarian, five days, until he heals back five health points. At that
rolls an 8 for his score, giving him a total of 14 for his point in time, he regains consciousness, and can walk
health. However, Rarg has a stamina of 13, giving him himself out of whatever situation he’s in.
a bonus of +1 to his health score, for a total health
score of 15. This score is Rarg’s health for the rest of
his game career. This reflects the fact those more Character Names
experienced characters don’t get more resistant to After you’ve rolled all the dice, distributed all
damage, they just use better armor. the points and determined just how healthy your
character is, you need to give him, or her, a name. A
name says a lot about a character. Imagine how silly the
Recovering Health Lord of the Rings would have sounded if the wizard’s
Your character’s health is very important to name had been George instead of Gandalf. Try to
them. It is a measure of how much life they have left. choose a name with a good sound to it.
When this number reaches zero, that’s it, game over. Your GM may have some suggestions for you
Health is normally restored at a rate of one point per as well. If your character comes from a certain area,
day of rest. If the character is engaging in strenuous there may be common names. While John may be a
activity, then this rate drops to one point every three common name in America, it would be very odd to find
days. a John in the Middle East.
High stamina scores can increase the rate of
healing that a character receives. For example, a
stamina of 19 allows the character to recover an extra Character History
point of health every other day. Most good GMs will make you write out a
In addition, many magical means of healing history of your character. Where do they come from,
are available, as well as herbalism skills which provide who are their parents, who are their friends, and so
poultices and salves to speed up healing. forth. Try to make this a good, believable history.
Consider this as the window into your character’s
personality. Use it to explain the scores that they have,
Comatose States (Optional) and what they mean.
If your GM chooses to allow it, when a As a guideline, try to answer the following
character is hurt enough to reach zero health points or questions:
below, then they enter a comatose state. They must
receive immediate care, or they will perish. The Where was your character born?
amount of time a character can spend in a comatose Who were his parents?
state is equal to one turn for every point of stamina they Are his parents still alive?
possess. Unless his non-comatose companions supply Does he have any brothers or sisters?
immediate medical care at this point, binding of Are they still alive?
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What did his parents do for a living?
Where did he grow up?
Who were his friends?
Are they still his friends?
Why did he choose adventuring?
Who are his friends now?
Why is he so physically/mentally/socially able?
What do his siblings do?
Where does he live?
Where do his siblings live?
What is the most important thing in his life?
What things does he hate?
What things does he love?
Is he loyal to his nation, his family, his friends?
Does he have any odd characteristics, speech,
identifying marks, or other things that stand out?
What would he say if you asked him what he was like?
before rushing out to use them. This may not be true of Dwarven cities are great, underground affairs
all elves, but it remains the GM’s decision if it’s true of that use thermal ventilation systems and various
your character. geothermal properties to exchange the air from outside
Because of the innately magical nature of and to keep their cities fresh and clean. They make
elves, they tend to be more sensitive around magi and wide use of geothermal power to provide luxuries that
other users of magic. They will loudly complain if a most of the other races can’t begin to imagine. They are
magus is using their power excessively. In addition, the only race with plumbing and running water in all of
they can feel stronger magical fields around them, their cities. Things like elevators are common.
giving them abilities that normal humans don’t have. Dwarven cities tend to be made to be self-sufficient; in
Elves, however, cannot be as physically strong other words, they can last indefinitely under siege. The
as humans can; their Brawn ability is limited to a entrances to these underground cities are nearly
natural maximum of 18, and an absolute maximum of impossible to find when sealed, as they are specifically
26. built to blend into the surrounding landscape.
In contrast, elves tend to be extremely agile, Dwarves tend to be extremely long lived,
and can move quickly and deftly. Elves experience a lot usually living to an age of 150 to 200 years. Dwarves
in their lifetime, which is reflected in an increased have access to magic, but most tend to view it as a
Knowledge and Wisdom, however, their slow, necessary evil rather then as a profession. This does not
reasoning ways tend to result in a slower, more mean that dwarven magi are less then adequate. In fact,
methodical thought process. The table of changes to dwarves can become some of the more powerful
ability scores for elves follows: wielders of magic. However, their culture has grown
around the idea that you can accomplish more with
Ability Score Modification your mind and hands than you can with magic.
Brawn -2 Dwarves tend to be stocky and a bit gruff, with
Agility +1 deep voices and large facial features. A dwarf will tend
Knowledge +1 to have eyes that seem too large and noses that make
Wisdom +1 their eyes seem normal sized. Dwarves are notorious
for their long beards that begin to grow about the time
Thought -1
they reach adulthood, or about 16 years old. Both men
Beauty +1 (for Humans only)
and women grow beards. In most dwarven societies, a
beard is a mark of respect, and a dwarf is loath to
Elves are both male and female; however, shave.
there is little difference between the two genders. Thus, Their short and sturdy build tends to make
there are no changes for choosing either elven gender. dwarves a strong group, and their society believes that
sharp minds should accompany a strong body. Their
In addition to the above ability score changes, height precludes them from using most pole arms and
elves have a few other special abilities. The first is long bladed weapons, although there are dwarven
improved hearing. Elves tend to be able to hear about equivalents to some of the pole arms.
twice as well as humans. Additionally, dwarves have extra keen
Secondly, they have the ability to sense nighttime vision, an adaptation from their long years
powerful magical fields. In general, if they are within underground. In situations that would be considered
ten feet of a field generated by a level 4 or more skill, pitch black for most races, they can still see as clearly
and they are actively concentrating, they will be able to as if it were lit by torches. However, they are just as
detect the presence of the magical field. With enough blind as other races in complete darkness.
experience, they can begin to distinguish these fields Orks are the sworn enemy of all the dwarven
from one another. This skill is listed under the Elven clans, and they will usually go out of their way to try
Skills as Magical Sensitivity. and destroy Orks and any Orkish settlements.
Playing a Dwarf
Dwarves If you choose to play a dwarf in
Dwarves are a diminutive race of humanoids DragonSpawn, keep in mind that they tend to be gruff
that tend to live underground or at least near mines or around people of other races. They also tend to think
places where raw materials from the earth are available. less of those who use magic then those who use their
Love of all things earthy is a defining facet of dwarven brawn and their wits. They tend to look at magic as a
life. Dwarves tend to be anti-social as a race, preferring ”quick fix” to a problem that doesn’t have the kind of
to only mingle with their own kind. real thought behind it that a proper solution would.
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Dwarves tend to be slow to anger but also tend silurs then any of the other races. Gnomes usually try to
to have a temper that boils. It is easier for dwarves to get along, and would rather be led then lead.
gain the Combat: Berserker skill than other races. Gnomes tend to be very good with their hands,
Dwarves also generally have long memories. Certain and actually tend to be quick on their feet. Longer lived
dwarves have been known to hold grudges for then humans, they tend to enjoy learning, but also
generations. However, Dwarves also tend to be fun foster independence in their children.
loving, and given a chance to loosen up, they will be Although they are not considered ugly by other
just as likely as the next guy to end up dancing races, they are often considered somewhat comical
drunkenly on top of a table. looking, giving rise to a slight decrease in their beauty
Dwarves are almost all deep voiced, even the and leadership score where other races are concerned.
women, and are known for their musical capabilities as Ability Adjustment
well. Brawn -1 (-2 for
Dwarves have the following racial adjustments females)
to their ability scores: Wisdom +2
Ability Adjustment Knowledge +1
Brawn +1 Leadership (with Other -1
Thought +1 Races)
Knowledge +1 Beauty (with Other -1
Socialization (with Other -1 Races)
Races)
Beauty (with Other -2
Races)
Silurs
A race of creatures derived from reptiles, the
silur are reptilian in appearance, somewhat taller and
more massive than humans in general, and graced with
Gnomes a long thick tail. Scales cover their body, including
Even shorter than dwarves, these creatures their face, and they have yellow or green reptilian eyes.
tend to keep to themselves, living in forests and hills, Their scales tend towards green, but individual scales
and sometimes even on the slopes of mountains. They range the gambit from grays and blacks to vibrant reds
have a grudging relationship with the dwarves, and and oranges. Different groups tend to have different
only a slightly better relationship with the elves. markings, but most silurs within a single group will
Gnomes tend to have no facial hair beyond have similar scale pattern markings.
long bushy eyebrows, and they tend to have friendly, if Unlike most reptiles, they are warm-blooded,
somewhat comical faces. Gnomes are the only race that despite preferring to live in semi-tropical or tropical
cannot use any magic at all, and in fact are somewhat areas. They are fast moving and have excellent vision.
immune to the effects of magic entirely. In addition, a keen sense of smell provides them with a
Gnomes tend to live in small groups or +1 bonus on their first round initiative, and gives a 5%
communities far from the beaten path. They like nature bonus when searching for items that have a definite
and the outdoors, and tend to keep their homes from smell associated with them. A silur trained in the
standing out, preferring them to blend into the natural Tracking skill will also gain a 5% bonus.
surroundings. They are avid craftsmen and their work is Silurs tend to group in large villages and even
prized in most human nations. some cities. Although villages often tend towards
Gnomish women tend to be about the same simplicity, their cities are massive works of
size as men, if more delicately built. Their features tend architecture, which outstrips even the finest human
to be smoother, and they are less aggressive in general. architecture. They build solid walls of interlocking
Not that the male gnomes are especially aggressive. stone and tend towards a step-pyramid motif. Think of
Most gnomes believe in being passive observers, the Mayan or Aztec culture when you think of a Silur
although they are known to fight almost without equal city.
when their homes or families are threatened. Silurs do not normally mingle with other races,
as their rather fearsome appearance tends to cause them
Playing a Gnome to be shunned outside of their own kind. They have an
innate distrust for magic, as their race is weak in
Gnomes in DragonSpawn tend to be easy
magical power. In addition, they tend to have
going and fun to be with. They will get along with any
difficulties using magic, and their spells face an extra
of the other races, although they are less fond of the
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25% chance of failure, with a maximum chance of five feet tall. Their defining feature is their gossamer
success of 75%. wings that sprout from their back between their
shoulder blades. These wings allow them to fly
Playing a Silur gracefully in the air. This ability means that Fairykin
cities tend to be high on mountains or cliff sides, in
Silurs are one of the most alien races within
order to insure protection from the other races and
the game. They do not tend to wear clothing, and their
marauding creatures.
thick skin is as tough as hardened leather armor. They
Fairykin cities tend to be works of gossamer
tend to wear bandoleers and belts to carry equipment.
beauty that build on the surroundings rather then
In addition, their tail can be used as a form of weapon,
changing them. Fairykin works also tend to be
or for extra balance in combat situations.
treasured by other races for their outstanding
Their reptilian musculature gives them
craftsmanship and lasting beauty. Fairykin porcelain
unbelievable strength and agility, and they can move
and jewelry is especially treasured without exception.
quickly and jump long distances. Their manual
Fairykin tend to keep to themselves, delicate
dexterity is terrible however, and they have trouble
creatures, they like to avoid the other races which are
using small items. Their reptilian physique also gives
too ”gruff and burly” for their tastes. Although they
them a high stamina, and they can regrow lost limbs,
hold nothing against the other races, they tend to like
albeit slowly. This regenerative ability means that they
their own cities.
recover health points at a rate of 2 per day, unlike all
Fairykin are creatures of magic, and they revel
the other races.
in its use. Fairykin gain 25% bonuses on their chance to
Their weapons of choice tend towards pole
successfully cast a spell, and take 25% less time and
arms and spears, although long swords and ranged
money to advance a skill level in magecraft. Fairykin
weapons are also acceptable.
prefer to study light and airy magics to the more
The silur tend to be slow, if persistent,
destructive types of magecraft.
thinkers. Despite the fact that they are civilized, most
of the other races shun the silur because of their
foreboding appearance. Silur tend to return the favor to Playing a Fairykin
the other races. Silur tend to like to take the lead role in Fairykin tend to be lighthearted about most
a group, but unfortunately, other races don’t really like everything, although short lived, averaging only 40
to take orders from a Silur. years, they tend not to take anything seriously. Their
light and airy physique is reflected in their light and
Ability Adjustment airy personalities.
Brawn +3 Fairykin tend to be cautious around other
Agility +2 races, since they are more fragile then most. Their
Manual Dexterity -3 slight physical build is reflected in a lowered brawn and
Thought -2 stamina score, although they tend to be agile and
Leadership +2 nimble.
Fairykin are almost renowned for their fair
Leadership (with Other -4
appearance, although their flighty personalities tend to
Races)
make them lean away from leadership roles and they
Socialization (with Other -3
are less than slaves to loyalty.
Races)
Fairykin men and women tend to be similar in
Beauty (with other races) -5 most ways, although the women tend to be slightly less
flighty in their beliefs.
Silurs are both male and female. The young Ability Adjustment
are hatched from eggs that the female lays. There is
Brawn -2
little to no difference between the male and female,
Agility +2
other then the male tends to be more brightly colored
then the female. Female actually tend to be slightly Stamina -2
larger then the males. Silurs tend to live about as Willpower +1
long as humans do, averaging about 65 years. Wisdom -1
Leadership -2
Socialization (with Other -2
Races)
Fairykin Beauty +2
These creatures tend to be thin and willowy,
usually shorter of stature then humans, perhaps four to
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Chapter 3: Character Skills setting, these are the sole providence of the minstrel
and the priest. A warrior spewing song or religious
dogma would not be allowed in most systems, yet in
”Call Me Sometime, When You Have No the real world, couldn’t this soldier inspire others with
his song, couldn’t he raise spirits with his prayers?
Class”
This is not to say that a player does not have
The first thing I thought about when writing an area of specialization. While no one is a two-
this system was the problem of character classes. Take dimensional character in the real world, neither is there
the traditional Wizard class. Most systems limit the a master of all trades in the real world. The saying is,
wizards of the world to being wizened old men with ”Jack of all trades, master of none.” In short, that is the
funny pointy hats and robes. Unable to wear armor or idea of eliminating the classes. You can choose to
use weapons bigger then a dagger, the tiny few that specialize in a single trade. You can choose to pour all
outlive their first harrowing adventures either retire to of your abilities and experience into the learning of
open magic stores, or go on to become continent magic, and if you do, you will be a physically weak
wrecking machine gun magus, throwing Ball of Fire character, with a keen intellect, and a vast
spells with devastating effect turn after turn. understanding of the arcane arts. Similarly, a player
In contrast, the Warrior class usually begins who chooses only to study bladecraft and weaponry
with bewildering strength and armor which would stop will become an awe-inspiring warrior. However, there
all but the most powerful of low-level opponents. This is an opportunity for a warrior, sick of being pummeled
walking battle tank carries a six-foot claymore sword by magus from afar, which will spend time and money
and rattles about in full plate armor. However, no to be taught a few simple magic spells. He will never
matter how long he adventures, even in the company of be a earth-shaking wizard, but the next time that evil
earth-shaking wizards and priests who conjure up wizard starts chanting, won’t he be surprised when the
miracles on a regular basis, (especially those of the fighter spools off a few Mystic Bolts in the magi’s
healing variety) these walking engines of destruction general direction.
are hopelessly unable to cast so much as the most This allows a character to be much more
meager of dweomers, such as one to create light in a developed, and, in fact, to be much more ”human” in
dark room, or to clean their sword and armor after their abilities. While this doesn’t always make the game
battle. simpler, at lower levels, the number of skills an
True, some systems do allow multiple-class individual can choose from will be limited. Only when
characters, but they almost always pay a heavy toll for the character has earned some experience, not to
their abilities. Either slow advancement, or high mention some coinage, will they be able to become
training costs or both will leave these characters adept in a skill, or possess that mind-boggling array of
lagging far behind their single-minded companions. minor skills that makes them special.
Even if a person wants only to have minor magics
available, they are forced into the mold of the multi-
class character who must advance in all areas and pays Learning Skills
for it with massive experience penalties and training So what are these skills? Well, there are a
costs. whole lot of skills available to the character, but
Therefore, the only way I have found to get rid initially, only a few will be of much interest.
of the straightjacket of too strict classes was to Skills fall into several categories. Athletic
eliminate the ”class” of a character altogether. skills, like tumbling, and balance; Close Combat skills
I can just hear all of the shocked gasps out like bladecraft and swordplay; Magical skills like
there from the experienced role-players, ”Eliminate Magecraft and Ritual; and other categories like Long
classes! Has he gone mad?!?” Range Combat, Divinity, Healing, Herbalism, and
I ask you to bear with me for a few moments, others.
so I can explain the reasoning behind this shocking The chapters that follow list the various skills,
change. The simple answer is, no one in the real world one category per chapter. This is where you should look
knows only one thing. to find the skills your character wants to learn.
It’s true. Although these skills all fall into different
Even the most professional soldier knows categories, they are all laid out in the same format. An
things other then how to be a soldier. Green Beret example of this format follows:
troops in the army have other skills. Perhaps they know
how to play a piano, or some other instrument. Some of
them can quote the Bible from memory. In a fantasy
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Magecraft: Elemental Control - Fire points are always rounded up. What this means is that
Prerequisites: Magecraft Skill, 13 Willpower + 1 per to gain first level, we go from zero level, so a 13
level, 12 Thought + ½ per level willpower and 12 thought. To go to a fourth level skill
Maximum Level: 8 in elemental fire control, we would need a 16
Cost: 2 Skill Slots willpower (13 + 3) and a 14 thought (12 + 1½ rounded
Training Time: 3 months per level up). This requirement is usually what places the top
Availability: Scarce + ½ per level limitation on skills.
Monetary Cost: x5 The next item is Maximum Level. The
maximum level is the highest skill level allowed within
Description: the game. It represents the sum total of knowledge
The elemental control of fire is one of the available in a given skill.
more common skills learned by mages, as it is one of The next item is cost. The cost is the number
the most powerful defenses a mage can muster. Fire is a of skill slots that must be used to learn this skill. Skill
potent weapon. slots are described in the next section. The number of
This skill allows the character to control and skill slots you character has are based on your
manipulate the magical elemental forces of fire and character’s ability scores.
heat. The basic use of this spell is to control natural Training Time gives the amount of game world
fires. The more exotic use is to conjure magical fire time it will take to improve this skill. For this example,
into existence without fuel or flame to start with. the number is 3 months per level. That means going to
The control of fire and heat also makes the first level takes 3 months of study. Going to third level
character less vulnerable to attacks based on fire or requires nine months of study. This is applied for each
heat. As the skill level progresses, this protection increase in skill, so twelve months for fourth level, 15
increases as well. months for fifth level, and so on.
The following table describes the bonuses Availability determines how easy it is to find
available with the skill of elemental fire: someone who can train your character in this skill. The
different levels are: Common (or anywhere),
Lvl Will Thought Protectio Identify uncommon, sparse, rare, very rare, extremely rare, and
n Bonus Bonus unique. It is also given a modifier for the level. In this
1 13 12 1 --- case, that modifier is ½ level. So, to find someone who
2 14 13 2 +5% can train at level 4 has a modifier of 2 or very rare
3 15 13 4 +10% (Sparse to rare to very rare). What each level of
4 16 14 6 +20% availability means is defined in the Game Master’s
5 17 14 10 +30% Guidebook.
6 18 15 15 +40% Monetary Cost determines how expensive
training in this skill is to purchase. In this case, the
7 19 15 20 +50%
modifier is x6 or six times the base training rate. The
8 20 16 25 +75%
base training rate is ten standard brass pieces per
month.
The protection bonus applies to attacks that are Description gives the general information
done using fire or heat. The bonus is subtracted from about the skill. It may include, as this one does, a table
the amount of damage done by the attack. This bonus to show the benefits of the skill.
only applies to the mage with the skill.
The Identify Bonus is the bonus given to the
mage if they are attempting to identify a spell being Skill Slots
cast. If that spell uses elemental fire in it’s casting, then When you start the game, your character will
the character will receive the above bonus to his ability have a set number of skill slots that they can use to
to identify that portion of the spell. learn skills. The number of skill slots is determined by
the total value of your mental ability scores. Simply
The first item of the listing, Skill lists the add the all four mental ability scores and divide the
formal name of the skill. This is the name by which the result by two, rounding down.
skill is referred to throughout the rest of the book. The result will be a number between two and
The second item is the prerequisites for the forty. That is the number of available skill slots your
skill. In this case, the prerequisites are the Magecraft character possesses. Each skill has a cost in skill slots
skill, a 13 willpower and a 12 thought. However, there to learn. When your character has zero skill slots left
is also a 1 point per level addition to this for Willpower, available, that is all the skills they can learn. You can
and ½ point per level addition for thought. Fractional choose not to select all the skills that your character
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has, instead leaving some skill slots available for later Close Combat: Sectional Weapons - Weapons with
use. In addition, during the course of your adventures, connected sections (two or more parts)
should your ability scores change, more skill slots may Close Combat: Flail
become available. Close Combat: Footman's Flail
For example, Brittany’s character, Liliva has Close Combat: Pugilism - Using your own natural
the following scores 17 Knowledge, 14 Thought, 12 weapons
Wisdom and 19 Willpower. The total of her scores is 17 Close Combat: Hands
+ 14 + 12 + 19 = 62. Dividing 62 by two gives Liliva Close Combat: Feet
31 skill slots. Brittany can now pick and choose which Close Combat: Grappling
skills she wants Liliva to have. Close Combat: Throwing Opponents
Close Combat: Brawling
Close Combat: Head Strikes
Skills Close Combat: Attacking with defensive items - Using
your defenses as a weapon
Close Combat Close Combat: Hand Shield
Close Combat: Trap laying - Fighting with passive Close Combat: Shield
weaponry Close Combat: Spiked Shield
Close Combat: Caltrops Close Combat: Gauntlets
Close Combat: Tripwires Close Combat: Clawed Gauntlets
Close Combat: Bladecraft - Fighting with a bladed Close Combat: Improvised Weaponry - "Using Chairs
weapon in combat"
Close Combat: Knife Close Combat: Fighting From Horseback - How to fight
Close Combat: Dagger while mounted
Close Combat: Stiletto
Close Combat: Hand Sword Ranged Combat
Close Combat: Scimitar Ranged Combat: Thrown Weapons - How to use
Close Combat: Great Sword "thrown" weapons
Close Combat: Rapier Ranged Combat: Rocks & Stones
Close Combat: Foil Ranged Combat: Sling
Close Combat: Long Sword Ranged Combat: Bola
Close Combat: Hand and a Half Sword Ranged Combat: Nets
Close Combat: Claymore Sword Ranged Combat: Darts
Close Combat: Blunt Weaponry - Using non-edged Ranged Combat: Knife
weapons Ranged Combat: Dagger
Close Combat: Club Ranged Combat: Ax
Close Combat: Spiked Club Ranged Combat: Bowcraft - How to use stringed
Close Combat: Hammer weapons
Close Combat: War Hammer Ranged Combat: Bow
Close Combat: Spiked Hammer Ranged Combat: Short bow
Close Combat: Hand Staff Ranged Combat: Long Bow
Close Combat: Staff Ranged Combat: Hand Bow
Close Combat: Mace Ranged Combat: Recurved Bow
Close Combat: Spiked Mace Ranged Combat: Compound Bow
Close Combat: Morning Star Ranged Combat: Crossbow - Hand
Close Combat: Long Star Ranged Combat: Crossbow - Light
Close Combat: Axes and Pole Arms - Using long Ranged Combat: Crossbow - Heavy
handled weapons Ranged Combat: Crossbow - Foot Drawn
Close Combat: Sickle Ranged Combat: Crossbow - Mounted Heavy
Close Combat: Scythe Ranged Combat: Crossbow - Ballista
Close Combat: Hand Ax Ranged Combat: Crossbow - Self-Loading
Close Combat: War Ax Ranged Combat: Projectile Weaponry - Weapons that
Close Combat: Great Ax fire projectiles
Close Combat: Glaive Ranged Combat: Blowgun - Hand
Close Combat: Spear Ranged Combat: Blowgun
Close Combat: Pole Arm - General enhanced spear Ranged Combat: Blowgun - Large
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Ranged Combat: Blowgun - Steam Powered Armor: Helms - Makes steel helms
Ranged Combat: Dragon Cannon Armor: Shields - Makes shields
Ranged Combat: Cannon
Ranged Combat: Fighting from horseback Mental
Mental: Discipline - General training to bring out
Siege Craft mental abilities
Siege Craft: Ranged Siege Machinery - Using weapons Mental: Clear Mind
of Siege Mental: Healing
Siege Craft: Catapult - Light Mental: Suggestion
Siege Craft: Catapult - Heavy Mental: Pain Control
Siege Craft: Catapult - Slinging Mental: Pain Causing
Siege Craft: Battering Ram - Light Mental: Projection
Siege Craft: Battering Ram Mental: ESP
Siege Craft: Battering Ram - Heavy Mental: Prediction
Siege Craft: Stone Breaker Mental: Visions
Siege Craft: Siege Ladder Mental: Dreaming
Siege Craft: Siege Tower Mental: Possession
Mental: Aging
Defense Mental: Disease
Mental: Poison
Defense: Defense - Ducking blows and dodging arrows
Mental: Psychokenesis
Defense: Hand Shield
Mental: Location
Defense: Buckler
Mental: Impressions
Defense: Small Shield
Mental: Spirit Contact
Defense: Shield
Mental: Clairvoyance
Defense: Large Shield
Mental: Telekinesis
Defense: Tall Shield
Mental: Psychothermics
Defense: Cover
Mental: Illusion
Mental: Body Control
Weaponry
Weaponry: Weaponcare - Caring for weaponry Magecraft
Weaponry: Weaponcraft - Making and repairing
Magecraft
weaponry
Magecraft: Elemental Control - Fire
Weaponry: Bowyer - Making bows
Magecraft: Elemental Control - Water
Weaponry: Fletcher - Making Arrows
Magecraft: Elemental Control - Air
Weaponry: Crossbowyer - Making Crossbows
Magecraft: Elemental Control - Earth
Weaponry: Boltsman - Making crossbow bolts
Magecraft: Elemental Control - Energy
Weaponry: Blowpiper - Making Blowpipes
Magecraft: Elemental Control - Entropy
Weaponry: Dartsman - Making darts
Magecraft: Elemental Control - Light
Weaponry: Cannoneer - Makes cannons
Magecraft: Elemental Control - Darkness
Weaponry: Sieger - Makes siege engines
Magecraft: Ritual
Weaponry: Bladesmith - Makes bladed weapons
Magecraft: Transportation
Weaponry: Swordsmith - Makes Swords
Magecraft: Dimensional Spaces
Weaponry: Axesmith - Makes Axes
Magecraft: Life Force
Weaponry: Polearmorer - Makes Pole-Arms
Magecraft: Time
Magecraft: Illusion
Armor Magecraft: Creation
Armor: Armor Care - Caring for armor Magecraft: Sympathy
Armor: Armorcraft - Making and repairing Armor Magecraft: Spell Weaving
Armor: Cloth - Makes cloth and padded armor Magecraft: Summoning
Armor: Leather - Makes leather armor and studded
armor Devotion Skills:
Armor: Scaled - Makes scaled armor
Devotion: Prayer
Armor: Chain - Makes ring armor
Devotion: Conversion
Armor: Plate - Makes Plate armor
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Devotion: Healing
Devotion: Exorcism
Devotion: Divine Effects
Devotion: Divine Knowledge
Devotion: Miracles
Illicit Skills:
Illicit Skills: Lock Picking
Illicit Skills: Skulking
Illicit Skills: Pick Pocketing
Illicit Skills: Moving Silently
Illicit Skills: Forgery
Illicit Skills: Con Games
Illicit Skills: Local Cant
Musical Skills
Musical Skills: Basic Music Theory
Musical Skills: Voice Training
Musical Skills: Stringed Instruments
Musical Skills: Lyre
Musical Skills: Dulcimer
Musical Skills: Dulcet
Musical Skills: Harp
Musical Skills: Lute
Musical Skills: Flute
Musical Skills: Piccolo
Musical Skills: Drums
Musical Skills: Pipes
Musical Skills: Spell Singing
Survival Skills
Survival Skills: Tracking
Survival Skills: Hunting
Survival Skills: Fishing
Survival Skills: Horseback Riding
Survival Skills: Scavenging
Survival Skills: Covering Tracks
General Skills
General Skills: Climbing
General Skills: Reading
General Skills: Writing
General Skills: Foreign Language
General Skills: Sewing
General Skills: Herbalism
General Skills: First Aid
General Skills: Horseback Riding
Elven Skills
Elven Skills: Magical Sensitivity
Elven Skills: Nature Sympathy
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Chapter 4: Close Combat 7
8
15
16
16
17
5d8
6d8
Skills 9 16 17 7d8
10 17 18 Compound 8d8
Close combat is the art of getting right up to Traps
someone or something while using some kind of
11 17 18 8d10
implement to render the opponent unable to continue to
12 18 19 9d10
try to do the same thing to you. Put a bit more bluntly,
your character is using some kind of weapon to off the 13 18 19 10d10
bad guy. 14 19 20 11d10
The following skills lay out the various forms 15 19 20 Complex 10d12
of close combat, from swordplay to barroom brawling. Mechanical
Traps
Close Combat: Trap Laying 16 20 21 11d12
Prerequisites: 13 Manual Dexterity + ½ per level, 12 17 20 21 12d12
Knowledge + ½ per level 18 21 22 13d12
Maximum Level: 20 19 21 22 14d12
Cost: 3 Skill Slots 20 22 23 Super 10d20
Training Time: one month per level Traps
Availability: Rare + ½ level
Monetary Cost: x3 The level of damage done is the maximum
damage that a trapper can do with a single trap given an
D es c r i p t i on : unlimited amount of time to work on that trap. For
The close combat skill of Trap Laying is a rare most traps, the amount of time it takes to create is equal
gift, usually prized by rogues and thieves. However, a to the level at which the trap is first available
skill that can be far more deadly then any other combat multiplied by the amount of damage that the trap can
method. Traps can be produced with varying degrees of do maximum, in hours, divided by the skill level of the
lethality, and often do not require attack rolls. trapper. Therefore, a simple tripwire would take a skill
Traps, by their very nature, are meant to be 1 trapper one hour per point of damage the trap is to do,
subtle, and often are disguised as other items, or as up to a maximum of four hours. If the trap is not to do
common articles that tend to be ignored. damage, i.e. to be used as a warning, it takes only a
This skill provides the means to create and single turn to set up. This is true only of trip-wires. In
activate traps of this type. For each level of skill, the contrast, to construct a super trap, a trap with multiple
trapper can add another die of damage to the trap they compound effects, which is meant to be utterly and
create. At skills above three, poisons can be added to inescapably lethal, a twentieth skill trapper would
the mix. In addition, at the higher skill levels, simple require up to 200 hours of work to build a trap capable
traps can be made in much shorter times, allowing a of delivering the full 200 points of damage. That
skilled trapper to create snares for pursuing foes. For represents five man-weeks of work to build a trap.
extremely advanced traps the trapper may be required However, he can set up a trip-wire trap, capable of
to direct other workers in the construction of the trap, doing 1d6 points of damage in only 18 minutes / turns.
although they are still required to provide all of the Tripwire traps are simply that, a wire that is
critical portions of the trap. The following table stretched across an opening and causes an opponent to
outlines the various types of traps and the amount of trip. The damage comes from the fall, or from the
damage they can do at the various levels. various spikes, needles or poisons left by the trapper for
the victim to fall onto. The maximum number of
Lvl Know Man Type Damage damage points a tripwire can do is 12. The trapper is
Dex required to have string or wire with which to set the
1 12 13 Trip Wire 1d4 trap.
2 13 14 Snare 2d4 Snares are a loop of rope or wire that entangles
3 13 14 Trigger 3d4 and elevates or drags a person from their starting point.
4 14 15 Poisons 3d6 The fall and drag usually causes the damage that the
5 14 15 Man-trap 4d6 person will take. The maximum damage a snare can do
6 15 16 Trapdoor 5d6 is 24 points.
Pit Trigger traps are traps that activate some
mechanical device when a creature enters the area. This
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is exemplified by the trap in Raiders of the Lost Ark require many other skills besides Trap Laying, and as
where Jones presses down the plate with the torch, the such are very rarely built in any form, except as traps
effect of which is the dart firing from the wall and where guards would be more expensive or unreliable.
sticking into the torch. This kind of trap is of the one- Tombs of kings and the dwellings of powerful wizards
time variety, which means the trap springs and is used are about the only place that you’ll find these kinds of
up. It needs to be physically reset before it can be used traps.
again. These traps usually are meant to cause damage
and are not blatantly lethal. Close Combat: Caltrops
Poison is a chemical or biological substance Prerequisites: 5 Manual Dexterity + ½ level
added to a standard trap that causes damage to the Maximum Level: 10
creature that the trap effects. Poison has no limit as to Cost: 1 Skill Slot
the amount of damage it can cause, but it can never Training Time: two weeks per level
cause more added damage than the maximum damage Availability: Common + ¼ level
allowed by the current skill level. The amount of time it Monetary Cost: x ½
takes to manufacture the poison is calculated as if it
were a trap to be laid. D es c r i p t i on :
Man-Traps are a type of trap similar to those
seen in places in Vietnam, it is the first combinational Caltrops are a type of thrown or dropped
type of trap, combining trip-wires or triggers to some weapon. They are usually a small – less then 3” – six or
other lethal device, such as a wall of spikes or boiling
oil. These traps are usually intended to be fatal.
Trapdoor pits are exactly what they say, a pit
covered with a trapdoor which is concealed in the
surrounding floor. The trapdoor is often balanced or
weighted so that once the trap opens; it immediately
resets into its original position, thereby trapping the four pointed cross with tines in all the cardinal
victim within. Pits can contain spikes, acids, poisons or direction. These tines are usually sharpened on some or
anything else the trap-maker decides. Note that this trap all of the spikes. When used in combat, the caltrops are
requires the digging of the pit and the manufacture of hurled at an opponent in much the same way as a
the trap door. These may require special skills not throwing star or dagger. The intent is to embed the
covered in this skill alone. caltrop in the opponent.
Compound traps are traps composed of a The other use for caltrops is as a dropped item
combination of the traps above. Perhaps a trapdoor pit when retreating from an enemy. When placed on a hard
whose cover is a trigger for the release of acid into the surface, the design of the caltrop assures that at least
pit. The same times and caveats apply for each of the one point is always pointing upwards. A chasing
components of the trap. opponent will step on the caltrop, doing damage to
Complex Mechanical Traps are more like the them in the process.
trap in Raiders of the Lost Ark where Indy tries to
balance the bag of sand for the stolen idol. When it Lvl Man Attack /
doesn’t match, it sets off a series of chain reactions Dex Damage
throughout the whole temple complex: The room Bonus
collapses, the metal door closes, the big stone ball rolls
1 5 1
down, etc. This trap is obviously very complex, and
2 6 2
would require a lot of work by the character. In general,
complex mechanical traps require the combination of 3 6 3
nearly every other type of trap the character can 4 7 4
produce. 5 7 5
Super Traps fall into a category all their own. 6 8 6
Consider a complex mechanical trap with no possibility 7 8 7
for escape or rescue. A trap that inflicts massive 8 9 8
amounts of damage and is meant to be totally fatal. A 9 9 9
trap that also resets itself after every use so that it is 10 10 10
ready for the next victim without manual intervention.
That is the definition of a super trap. Super traps tend to
take massive amounts of time to design and build, This skill is only effective during close
along with massive amounts of money. Usually they combat, where the caltrop is hurled at an opponent. For
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27
each level of the skill, the chance that the caltrop will the higher bonus. Note that some of the skills for
strike the target increases by one, and the damage it individual weapons do not have a cap at the tenth level.
does will increase by one. This demonstrates the
improved accuracy not only in throwing the caltrop, but Close Combat: Knife
in picking an ideal target for it as well. Prerequisites: 6 Agility + ½ per level, 10 Manual
Dexterity + 1 per level
Close Combat: Bladecraft Maximum Level: 6
Prerequisites: 8 Agility + 1 per level, 10 Manual Cost: 2 Skill Slots
Dexterity + ½ level Training Time: two months per level
Maximum Level: 10 Availability: common + 1 per level
Cost: 4 Skill Slots Monetary Cost: x1
Training Time: two months per level
Availability: Common + ½ level
Monetary Cost: x1
Description:
The close combat skill of Bladecraft is one of
the most common skills an adventurer will have. It
teaches the general use of bladed weapons and teaches
the average character how to inflict wounds on others
rather than on themselves.
The general skill requires that the character
posses at least a modicum of agility and manual Description:
dexterity. As the character progresses through the levels This skill allows the character to use a simple,
of skill, those requirements will become more stringent. short-bladed knife. A knife is a simple, blade weapon
Each level of skill in Bladecraft confers an advantage less than fifteen inches long, with a single sharpened
of one point in the attack roll, and one point on the edge. This skill teaches the character how to use a knife
damage roll to every attack made with a bladed in combat situations. You don’t need to take this skill to
weapon. In addition, when fighting blade against blade cut bread.
in combat, this skill provides a +2 bonus when used to Each level of skill confers a bonus to attack, as
parry another bladed weapon, up to a maximum of a well as a bonus to damage. In addition, when highly
+15 bonus at level 10. skilled, the character will be able to bring the knife into
The skill table is given below. play much faster, and an appropriate bonus to initiative
is added as well. The skill table for the knife skill is as
Lvl Agility Man Attack / Parry follows:
Dex Damage Bonus
Bonus Lvl Agility Man Attack / Parry
1 8 10 1 2 Dex Damage Bonus
2 9 11 2 4 Bonus
3 10 11 3 6 1 6 10 1 0
4 11 12 4 8 2 7 11 2 1
5 12 12 5 10 3 7 12 3 1
6 13 13 6 11 4 8 13 4 2
7 14 13 7 12 5 8 14 6 3
8 15 14 8 13 6 9 15 8 4
9 16 14 9 14
10 17 15 10 15 Although basic skill with a knife is fairly
common, advanced skill is fairly rare, as the weapon is
not commonly used for more than street fighting.
Note that the bonuses given by this skill are
not cumulative with the bonuses for a specialized skill
Close Combat: Dagger
with a bladed weapon. In the case where a character
Prerequisites: 6 Agility + ½ per level, 9 Manual
has the skill of Bladecraft and also has the skill of
Dexterity + 1 per level
Close Combat with a bladed weapon, then the bonus for
Maximum Level: 7
the use of that weapon shall be whichever skill gives
Cost: 2 Skill Slots
N
Training Time: Two months per level This skill allows the character to use a stiletto
Availability: Common + ½ per level dagger. A stiletto is a simple, blade weapon about
twelve to fifteen inches long, very thin, with both edges
sharpened, and tapering to a point. This skill teaches
the character how to use a stiletto in combat situations.
Each level of skill confers a bonus to attack, as
well as a bonus to damage. In addition, when highly
skilled, the character will be able to bring the stiletto
into play much faster, and an appropriate bonus to
initiative is added as well. The skill table for the stiletto
skill is as follows:
Monetary Cost: x1
Lvl Agility Man Attack / Parry
Description: Dex Damage Bonus
This skill allows the character to use a simple Bonus
dagger. A dagger is a simple, blade weapon less than 1 7 9 1 0
fifteen inches long, with both edges sharpened. This 2 8 10 2 0
skill teaches the character how to use a dagger in 3 8 11 3 1
combat situations. 4 9 12 4 1
Each level of skill confers a bonus to attack, as 5 9 13 6 2
well as a bonus to damage. In addition, when highly 6 10 14 8 3
skilled, the character will be able to bring the dagger
into play much faster, and an appropriate bonus to Stilettos are a common weapon of the nobility
initiative is added as well. The skill table for the dagger and women. Stilettos are used because they are
skill is as follows: lightweight and small, and tend to do quite a bit of
damage if used correctly.
Lvl Agility Man Attack / Parry
Dex Damage Bonus Close Combat: Hand Sword
Bonus Prerequisites: 7 Agility + 1 per level, 8 Manual
1 6 10 1 1 Dexterity + 1 per level
2 7 11 2 1 Maximum Level: 7
3 7 12 3 2 Cost: 2 Skill Slots
4 8 13 4 3 Training Time: 2 months per level
5 8 14 6 4 Availability: Uncommon + 1 per level
6 9 15 8 5 Monetary Cost: x2
7 9 16 10 6
Description:
Lvl Brawn Agility Man Attack / Parry Each level of skill confers a bonus to attack, as
Dex Damage Bonus well as a bonus to damage. In addition, when highly
Bonus skilled, the character will be able to bring the rapier
1 7 9 7 1 1 into play much faster, and an appropriate bonus to
2 8 10 8 2 2 initiative is added as well. The skill table for the rapier
3 8 11 8 3 3 skill is as follows:
4 9 12 9 4 4
5 9 13 9 6 5 Lvl Agility Man Attack / Parry
6 10 14 10 8 6 Dex Damage Bonus
Bonus
7 10 15 10 10 7
1 8 8 1 0
8 11 16 11 12 8
2 9 9 2 1
9 11 17 11 15 9
3 10 10 3 2
10 12 18 12 18 10
4 11 11 4 3
Great swords are common in the world of 5 12 12 6 4
Kroth, carried by nobility and soldier alike. Use of the 6 13 13 8 5
great sword is the most commonly taught skill at 7 14 14 10 6
martial academies. This sword is sometimes historically 8 15 15 12 7
referred to as a bastard sword. Apparently the
distinction between the two names is based solely on On Kroth, the rapier is most often found in the
who is carrying the sword. hands of the nobility.
Description:
Maximum Level: 8
Cost: 2 Skill Slots
Training Time: 2 months per level A foil is a long, round bladed weapon,
Availability: Uncommon + ½ per level sharpened to a point at its tip. The foil is effective only
Monetary Cost: x2 as a thrusting or parrying weapon. It is highly flexible,
and will not break easily. It is also fast and highly
Description: maneuverable. In modern times, it is the weapon of
A rapier is a long, straight blade, about 28 to fencing. This skill teaches the character the use of the
34 inches in length, sharpened on only one edge. A foil in combat situations.
rapier is light bladed, usually of thin, somewhat flexible Each level of skill confers a bonus to attack, as
steel, and only about one inch from edge to edge at its well as a bonus to damage. In addition, when highly
widest point. The rapier is commonly visible today as skilled, the character will be able to bring the foil into
the weapon of officers in the American military play much faster, and an appropriate bonus to initiative
branches. This skill teaches the character the use of the is added as well. The skill table for the foil skill is as
rapier in combat situations. follows:
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31
Lvl Agility Man Attack / Parry
Dex Damage Bonus Lvl Brawn Agility Man Attack / Parry
Bonus Dex Damage Bonus
1 8 8 1 1 Bonus
2 9 9 1 2 1 7 9 7 1 1
3 10 10 2 3 2 8 10 8 2 2
4 11 11 2 4 3 8 11 8 3 3
5 12 12 3 5 4 9 12 9 4 4
6 13 13 4 6 5 9 13 9 6 5
7 14 14 5 7 6 10 14 10 8 6
8 15 15 6 8 7 10 15 10 10 7
8 11 16 11 12 8
Foils are usually found in use only by the 9 11 17 11 15 9
nobility, and then only for competitions and duels. They 10 12 18 12 18 10
are not very effective in combat, and thus tend to be
used only for ceremonial reasons such as dueling. Long swords, like great swords, are common
in the world of Kroth, carried by nobility and soldier
Close Combat: Long Sword alike. Use of the long sword is taught at most martial
Prerequisites: 7 Brawn + ½ per level, 9 Agility + 1 per academies.
level, 7 Manual Dexterity + ½ per level
Maximum Level: 10 Close Combat: Hand and a Half Sword
Cost: 2 Skill Slots Prerequisites: 9 Brawn + ½ per level, 9 Agility + 1 per
Training Time: 3 Months per level level, 7 Manual Dexterity + ½ per level
Availability: Uncommon + ½ per level Maximum Level: 10
Monetary Cost: x3 Cost: 2 Skill Slots
Training Time: 3 Months per level
Availability: Rare + ½ per level
Monetary Cost: x3
Description:
The hand and a half sword is the big brother to
the great sword. As much as forty-eight inches in
length, this sword has a pommel twice as long to
accommodate both hands on the hilt. This sword must
be wielded two-handed at all times, its use disallows a
shield in the other hand. This skill teaches the use of
the great sword in combat situations.
Each level of skill confers a bonus to attack, as
well as a bonus to damage. In addition, when highly
Description: skilled, the character will be able to bring the hand and
The long sword is probably the second most a half sword into play much faster, and an appropriate
common weapon from the medieval period. bonus to initiative is added as well. The skill table for
Approximately thirty-four inches long, with a blade the hand and a half sword skill is as follows:
between one and a half and two inches wide, the long
sword is a lighter weapon with a longer reach. Although Lvl Brawn Agility Man Attack / Parry
the blade is lighter then a great sword’s, the shear Dex Damage Bonus
length of this weapon requires a certain amount of Bonus
muscle just to wield. This skill teaches the use of the 1 9 9 7 1 1
long sword in combat situations. 2 10 10 8 2 2
Each level of skill confers a bonus to attack, as 3 10 11 8 3 3
well as a bonus to damage. In addition, when highly 4 11 12 9 5 4
skilled, the character will be able to bring the long 5 11 13 9 7 5
sword into play much faster, and an appropriate bonus
6 12 14 10 9 6
to initiative is added as well. The skill table for the long
7 12 15 10 11 7
sword skill is as follows:
N
Lvl Brawn Agility Man Attack / Parry Each level of skill confers a bonus to attack, as
Dex Damage Bonus well as a bonus to damage. In addition, when highly
Bonus skilled, the character will be able to bring the Claymore
8 13 16 11 14 8 sword into play much faster, and an appropriate bonus
9 13 17 11 17 9 to initiative is added as well. The skill table for the
10 14 18 12 20 10 Claymore sword skill is as follows:
Hand and a half swords, while not rare, are not Lvl Brawn Agility Man Attack / Parry
common on Kroth, and training in their use is only Dex Damage Bonus
taught at a handful of the martial academies. Bonus
1 10 8 6 1 1
Close Combat: Claymore Sword 2 11 9 7 2 2
Prerequisites: 10 Brawn + 1 per level, 8 Agility + 1 3 12 10 7 3 3
per level, 6 Manual Dexterity + ½ per level 4 13 11 8 5 4
5 14 12 8 7 5
6 15 13 9 9 6
7 16 14 9 11 7
8 17 15 10 14 9
9 18 16 10 17 11
10 19 17 11 20 13
unwieldy due to its center of balance being so close to War Hammers are more commonly used than
the head of the hammer. regular hammers, but they are still not a common
weapon because of their poor parrying abilities.
Level Agility Man Brawn Attack / Parry
Dex Damage Bonus Close Combat: Spiked Hammer
Bonus Prerequisites: 9 Agility + 1 per level, 7 Manual
1 9 7 7 1 1 Dexterity + 1 per level, 9 Brawn + ½ per level.
2 10 8 8 2 2 Maximum Level: 10
3 11 8 8 3 2 Cost: 2 Skill Slots
4 12 9 9 4 3 Training Time: 2 months per level
5 13 9 9 6 3 Availability: Uncommon + 1 per level
Monetary Cost: x2
6 14 10 10 8 4
7 15 10 10 10 4
Description:
8 16 11 11 12 5 A spiked hammer is similar to a war hammer,
9 17 11 11 15 5 but is only one-headed with a long, sharpened spike
10 18 12 12 18 6 opposite the head. It is faster and lighter then a war
hammer, and the spike offers a much more vicious form
Hammers don’t seem to be a commonly used of attack, especially useful against armored foes. Still
weapon on Kroth, mostly because of their unwieldy poor for parrying, it does offer an extra method of
qualities. War hammers are often more commonly used. attack.
Close Combat: War Hammer Level Agility Man Brawn Attack / Parry
Prerequisites: 9 Agility + 1 per level, 7 Manual Dex Damage Bonus
Dexterity + ½ per level, 10 Brawn + ½ per level Bonus
Maximum Level: 10 1 9 7 9 1 1
Cost: 2 Skill Slots 2 10 8 10 3 2
Training Time: 1 month per level
3 11 9 10 5 2
Availability: Uncommon + ½ per level
4 12 10 11 7 3
Monetary Cost: x2
5 13 11 11 10 3
Description: 6 14 12 12 13 4
A War Hammer is similar to its smaller cousin, 7 15 13 12 16 4
the hammer, but is always double-headed. Its length is 8 16 14 13 20 5
generally about two and a half feet long. It is also much 9 17 15 13 24 5
heavier than a standard hammer. In general, it is used to 10 18 16 14 28 6
bludgeon an opponent. It is very slow and unwieldy due
to its center of balance being so close to the massive Spiked hammers are not commonly used on
head of the hammer. Kroth because they are slow for parrying, and tend to
have a tendency to ”stick” in a piece of punctured
Level Agility Man Brawn Attack / Parry armor.
Dex Damage Bonus
Bonus Close Combat: Hand Staff
1 9 7 10 1 1 Prerequisites: 8 Agility + 1 per level, 8 Manual
2 10 8 11 2 1 Dexterity + 1 per level
3 11 8 11 3 2 Maximum Level: 12
4 12 9 12 5 2 Cost: 2 Skill Slots
5 13 9 12 7 2 Training Time: 1 month per level
Availability: Uncommon + 1 per level
6 14 10 13 9 3
Monetary Cost: x1
7 15 10 13 12 3
8 16 11 14 15 3 Description:
9 17 11 14 18 4 A hand staff is a short, half-length staff, about
10 18 12 15 21 4 three feet in length. Used mostly in the martial arts, this
staff is used in one hand and can be fast and dangerous
in combat, although it does not do large amounts of
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35
damage. It is especially useful for parrying incoming
strikes. Staves are one of the most commonly used
weapons on Kroth, partly due to its good qualities, but
Level Agility Man Attack / Parry mostly because it’s cheap. Little more than a smoothed
Dex Damage Bonus out tree branch, the staff is easy to acquire and easy to
Bonus use.
1 8 8 1 1
2 9 9 2 2 Close Combat: Mace
3 10 10 2 3 Prerequisites:
4 11 11 3 4 Maximum Level:
5 12 12 3 5 Cost:
6 13 13 4 6 Training Time:
Availability:
7 14 14 5 8
Monetary Cost:
8 15 15 6 10
9 16 16 8 12 Description:
10 17 17 10 14
11 18 18 12 17 Close Combat: Spiked Mace
12 19 19 14 20 Prerequisites:
Maximum Level:
Hand staves are not terribly uncommon on Cost:
Kroth, but truly skilled users of the hand staff are Training Time:
uncommon. Availability:
Monetary Cost:
Close Combat: Staff
Prerequisites: 8 Agility + 1 per level, 6 Manual Description:
Dexterity + 1 per level, 6 Brawn + ½ per level
Maximum Level: 10 Close Combat: Morning Star
Cost: 2 Skill Slots Prerequisites:
Training Time: 1 month per level Maximum Level:
Availability: Common + 1 per level Cost:
Monetary Cost: x1 Training Time:
Availability:
Description: Monetary Cost:
A staff is a long, thin piece of wood, about six
feet in length, with a slight taper at each end. Used Description:
mostly in the martial arts, this staff is used in both
hands and can be fast and dangerous in combat, and can Close Combat: Long Star
cause massive damage in skilled hands. It is quick and Prerequisites:
light and lends itself to both offensive and defensive Maximum Level:
use. Cost:
Training Time:
Level Agility Brawn Man Attack / Parry Availability:
Dex Damage Bonus Monetary Cost:
Bonus
1 8 6 6 1 1 Description:
2 9 7 7 2 2
3 10 7 8 3 3 Close Combat: Axes and Pole Arms
4 11 8 9 4 4 Prerequisites:
5 12 8 10 5 5 Maximum Level:
6 13 9 11 6 6 Cost:
7 14 9 12 8 8 Training Time:
Availability:
8 15 10 13 10 10
Monetary Cost:
9 16 10 14 12 12
10 17 11 15 14 14 Description:
N
Availability:
Close Combat: Sickle Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time: Close Combat: Spear
Availability: Prerequisites:
Monetary Cost: Maximum Level:
Cost:
Description: Training Time:
Availability:
Close Combat: Scythe Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time: Close Combat: Sectional Weapons
Availability: Prerequisites:
Monetary Cost: Maximum Level:
Cost:
Description: Training Time:
Availability:
Close Combat: Hand Ax Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time: Close Combat: Flail
Availability: Prerequisites:
Monetary Cost: Maximum Level:
Cost:
Description: Training Time:
Availability:
Close Combat: War Ax Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time: Close Combat: Footman's Flail
Availability: Prerequisites:
Monetary Cost: Maximum Level:
Cost:
Description: Training Time:
Availability:
Close Combat: Great Ax Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time: Close Combat: Pugilism
Availability: Prerequisites:
Monetary Cost: Maximum Level:
Cost:
Description: Training Time:
Availability:
Close Combat: Glaive Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time:
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Close Combat: Hands Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time: Close Combat: Attacking with defensive items
Availability: Prerequisites:
Monetary Cost: Maximum Level:
Cost:
Description: Training Time:
Availability:
Close Combat: Feet Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time: Close Combat: Hand Shield
Availability: Prerequisites:
Monetary Cost: Maximum Level:
Cost:
Description: Training Time:
Availability:
Close Combat: Grappling Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time: Close Combat: Shield
Availability: Prerequisites:
Monetary Cost: Maximum Level:
Cost:
Description: Training Time:
Availability:
Close Combat: Throwing Opponents Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time: Close Combat: Spiked Shield
Availability: Prerequisites:
Monetary Cost: Maximum Level:
Cost:
Description: Training Time:
Availability:
Close Combat: Brawling Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time: Close Combat: Gauntlets
Availability: Prerequisites:
Monetary Cost: Maximum Level:
Cost:
Description: Training Time:
Availability:
Close Combat: Head Strikes Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time: Close Combat: Clawed Gauntlets
Availability: Prerequisites:
N
Maximum Level:
Cost:
Training Time:
Availability:
Monetary Cost:
Description:
Description:
Description:
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Chapter 5: Ranged Combat Description:
Cost:
Training Time: Ranged Combat: Crossbow - Hand
Availability: Prerequisites:
Monetary Cost: Maximum Level:
Cost:
Description: Training Time:
Availability:
Ranged Combat: Short bow Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time: Ranged Combat: Crossbow - Light
Availability: Prerequisites:
Monetary Cost: Maximum Level:
Cost:
Description: Training Time:
Availability:
Ranged Combat: Long Bow Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time: Ranged Combat: Crossbow - Heavy
Availability: Prerequisites:
Monetary Cost: Maximum Level:
Cost:
Description: Training Time:
Availability:
Ranged Combat: Hand Bow Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time: Ranged Combat: Crossbow - Foot Drawn
Availability: Prerequisites:
Monetary Cost: Maximum Level:
Cost:
Description: Training Time:
Availability:
Ranged Combat: Recurved Bow Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time: Ranged Combat: Crossbow - Mounted Heavy
Availability: Prerequisites:
Monetary Cost: Maximum Level:
Cost:
Description: Training Time:
Availability:
Ranged Combat: Compound Bow Monetary Cost:
Prerequisites:
Maximum Level: Description:
Cost:
Training Time: Ranged Combat: Crossbow - Ballista
Availability: Prerequisites:
Monetary Cost: Maximum Level:
Cost:
Description: Training Time:
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Availability: Ranged Combat: Blowgun - Steam Powered
Monetary Cost: Prerequisites:
Maximum Level:
Description: Cost:
Training Time:
Ranged Combat: Crossbow - Self-Loading Availability:
Prerequisites: Monetary Cost:
Maximum Level:
Cost: Description:
Training Time:
Availability: Ranged Combat: Dragon Cannon
Monetary Cost: Prerequisites:
Maximum Level:
Description: Cost:
Training Time:
Ranged Combat: Projectile Weaponry Availability:
Prerequisites: Monetary Cost:
Maximum Level:
Cost: Description:
Training Time:
Availability: Ranged Combat: Cannon
Monetary Cost: Prerequisites:
Maximum Level:
Description: Cost:
Training Time:
Ranged Combat: Blowgun - Hand Availability:
Prerequisites: Monetary Cost:
Maximum Level:
Cost: Description:
Training Time:
Availability: Ranged Combat: Fighting from horseback
Monetary Cost: Prerequisites:
Maximum Level:
Description: Cost:
Training Time:
Ranged Combat: Blowgun Availability:
Prerequisites: Monetary Cost:
Maximum Level:
Cost: Description:
Training Time:
Availability:
Monetary Cost:
Description:
Description:
N
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Chapter 6: Siege Craft Skills Cost:
Training Time:
Siege Craft: Ranged Siege Machinery Availability:
Prerequisites: Monetary Cost:
Maximum Level:
Cost: Description:
Training Time:
Availability: Siege Craft: Battering Ram - Heavy
Monetary Cost: Prerequisites:
Maximum Level:
Description: Cost:
Training Time:
Siege Craft: Catapult - Light Availability:
Prerequisites: Monetary Cost:
Maximum Level:
Cost: Description:
Training Time:
Availability: Siege Craft: Stone Breaker
Monetary Cost: Prerequisites:
Maximum Level:
Description: Cost:
Training Time:
Siege Craft: Catapult - Heavy Availability:
Prerequisites: Monetary Cost:
Maximum Level:
Cost: Description:
Training Time:
Availability: Siege Craft: Siege Ladder
Monetary Cost: Prerequisites:
Maximum Level:
Description: Cost:
Training Time:
Siege Craft: Catapult - Slinging Availability:
Prerequisites: Monetary Cost:
Maximum Level:
Cost: Description:
Training Time:
Availability: Siege Craft: Siege Tower
Monetary Cost: Prerequisites:
Maximum Level:
Description: Cost:
Training Time:
Siege Craft: Battering Ram - Light Availability:
Prerequisites: Monetary Cost:
Maximum Level:
Cost: Description:
Training Time:
Availability:
Monetary Cost:
Description:
Description:
Defense: Cover
Prerequisites:
Maximum Level:
Cost:
Training Time:
Availability:
Monetary Cost:
Description:
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N
Description:
Weaponry: Swordsmith
Prerequisites:
Maximum Level:
Cost:
Training Time:
Availability:
Monetary Cost:
Description:
Weaponry: Axesmith
Prerequisites:
Maximum Level:
Cost:
Training Time:
Availability:
Monetary Cost:
Description:
Weaponry: Polearmorer
Prerequisites:
Maximum Level:
Cost:
Training Time:
Availability:
Monetary Cost:
Description:
N
Description:
Armor: Scaled
Prerequisites:
Maximum Level:
Cost:
Training Time:
Availability:
Monetary Cost:
Description:
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N
Mental: Illusion
Prerequisites:
Maximum Level:
Cost:
Training Time:
Availability:
Monetary Cost:
Description:
Description:
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N
powerful magics, at the GM’s discretion, may involve Level Will Thought Stamina Max Max
things such as fasting or going without sleep. Weight Dist.
In general, ritual magic makes the casting of 2 16 13 11 30# 500’
spells take much longer, but multiplies the power of the 3 16 14 12 75# ½ mile
spell. 4 17 15 13 150# 5 miles
5 17 16 14 300# 25
Level Will Thought Know Agility Max miles
Mult. 6 18 17 15 500# 250
1 12 12 9 8 3 miles
2 14 13 11 9 5 7 18 18 16 1000# 1000
3 15 14 13 10 7 miles
4 17 15 15 11 10 8 19 19 17 2500# 5000
5 18 16 17 12 15 miles
6 20 17 19 13 20 9 19 20 18 5000# 20,000
miles
The Max Mult. (i.e. Maximum Multiplier)
column provides the maximum amount by which the Maximum weight is the maximum amount of
mage can multiply the spell. For example, a fiery blast mass that can be moved by a mage with a skill of the
normally does 5d6 points of damage. The mage has a given level. This can be a single item or a combination
skill of ritual magic of 3, so he can multiply this by a of items whose mass total less than or equal to the
maximum of 7 times, for a total of 35d6. However, the given amount.
casting time is now changed to seven times the circle of Maximum distance is the farthest that an
the spell (4) for a total of 28 hours. The skill level of object can be transported using this skill.
three divides this value for a casting time of just over Both of these values are absolute maximums.
nine hours. Not especially useful for combat, but very The mage can choose to move things lighter than the
useful in the siege of a castle or some such thing. maximum and for shorter distances.
Each skill level also means one more category
of the spell that can be multiplied. For example, the Magecraft: Dimensional Spaces
skill level of three would allow the mage to not only Prerequisites: Magecraft Skill, Magecraft:
multiply the damage, but also the range and area of Transportation Skill, 18 Willpower + ½ per level, 15
effect. However, this would mean another three times Thought + ½ per level, 16 Knowledge + 1 per level
multiplier, giving back 28 hours to cast the spell. A very Cost: 4 Skill Slots
nasty spell, admittedly, but still a long time to cast. Training Time: 6 months per level
Availability: Extremely Rare + ½ per level
Magecraft: Transportation Monetary Cost: x50
Prerequisites: Magecraft Skill, 15 Willpower + ½ per
level, 12 Thought + 1 per level, 10 Stamina + 1 per Description:
level The magecraft skill of dimensional spaces is
Cost: 4 Skill Slots one of the most uncommon and arguable one of the
Training Time: 6 months per level most powerful skills the mage can possess. This skill is
Availability: Very Rare + ½ per level extremely rare and hard sought. Those who know it are
Monetary Cost: x8 often loath to give up their knowledge.
This skill gives the mage the ability to create
Description: spaces outside of the normal universe. This power,
The magecraft skill of transportation allows although small at first, can become truly phenomenal.
the mage to instantaneously move materials from one The creation of demi-planes of existence can become
place to another. This skill is its most powerful in the reality with this skill. It is why this skill’s secrets are so
teleportation from one place to another, of people or closely guarded, for someone who can create such a
goods. place can also destroy one.
The following table describes the bonuses The following table describes the bonuses
available with the skill of transportation: available with the skill of dimensional spaces:
Level Will Thought Stamina Max Max Lvl Will Thought Know Max Max
Weight Dist. Size Duration
1 15 12 10 10# 50’ 1 18 15 16 10’3 5 turns
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Lvl Will Thought Know Max Max Lvl Will Know Wi Max Identify
Size Duration s ”Healing” Bonus
2 19 16 17 100’3 60 turns 1 13 12 12 1 ---
3 19 17 18 1 1 day 2 14 13 16 2 +5%
miles3 3 15 13 14 4 +10%
4 20 18 19 10 1 month 4 16 14 15 6 +20%
miles3 5 17 14 16 10 +30%
5 20 19 20 100 1 year 6 18 15 17 15 +40%
miles3 7 19 15 18 20 +50%
8 20 16 19 25 +75%
The maximum size is given in cubic
measurements. In other words, at first level, a box 10 The Maximum Healing column lists the
feet on a side can be created. It will last, at most, five maximum amount of health that the mage can either
minutes. By fifth level, that box can be 100 miles on a transfer from one creature to another, or to heal a
side, and last for a year. The other option is to make the creature with a two for one conversion to fatigue. In
space, 1000 miles on a side and a mile high. other words, a mage with a skill level of seven could
When the duration of a dimensional space heal up to 20 points of health damage, but the recipient
expires, any material within the dimensional space is would be fatigued for 40 fatigue points.
forcibly expelled. Note that the duration of the spell The same mage could transfer 20 points of
can be extended through ritual magic or spell weaving. health from another creature, doing 20 points of
Also, at high levels of skill, the elemental energy skill damage to the first creature, along with 20 points of
can be used to create a permanent flow of energy to the fatigue. The recipient would heal 20 points, but also at
dimensional space, stabilizing it in perpetuity. a cost of 20 fatigue points.
Note that this skill’s prime requisites are In the same tone, the mage can create
extremely high. Not only are the three ability scores simulacrums or undead with only the number of health
near their physical maximums, but there is also the points given in the Max Healing column. For example,
requirement for knowing the Magecraft skill of a first skill level mage could create an undead skeleton
Transportation. with but one point of health. On the other hand, an
eighth skill level mage could animate a skeleton with
Magecraft: Life Force twenty-five health points.
Prerequisites: Magecraft Skill, 13 Willpower + 1 per The Identify Bonus is the bonus given to the
level, 12 Knowledge + ½ per level, 12 Wisdom + 1 per mage if they are attempting to identify a spell being
level cast. If that spell uses the life force skill in it’s casting,
Cost: 2 Skill Slots then the character will receive the above bonus to his
Training Time: 4 months per level ability to identify that portion of the spell.
Availability: Rare + ½ per level
Monetary Cost: x5 Magecraft: Time
Prerequisites: Magecraft Skill, Magecraft: Energy
Description: level 3, Magecraft: Entropy level 3, 18 Willpower + 1
The life force skill imparts upon the mage the per level, 18 Thought + ½ per level, 18 Knowledge + ½
ability to differentiate the various energies of life. With per level
this knowledge, they can create simulacrums of life, or Cost: 4 Skill Slots
even transfer life energy from one character to another. Training Time: 12 months per level
This skill has its upsides as well as its Availability: Extremely Rare + 1 per level
downsides. Often mages who tamper with this skill are Monetary Cost: x100
considered evil, and at best are usually shunned.
Unlike divine healing, the mage’s forms of healing are Description:
considered unnatural, and often cause as much pain as The control of the flow of time is one of the
they heal. most ancient pursuits of the mystical arts, and the world
The mages who dabble in simulated life are of DragonSpawn is no exception. This skill provides
often branded with the name, ”Necromancer” and cast the caster with the means to control the awesome forces
from society. of time. It will give him the power to set the hands of
time to his own tempo, or his own position.
This power is phenomenal, and in the wrong
hands, horrendously dangerous. This is reflected in its
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scarcity and the tremendous cost in both time and Level Will Know Thought Base Max
money in its research. Belief time w/o
attention
Level Will Thought Know Identify Bonus 1 12 12 12 50% 0
1 18 18 18 --- 2 13 13 13 55% 1 turn
2 19 19 19 +5% 3 13 13 13 60% 5 turns
3 20 19 19 +10% 4 14 14 14 65% 20 turns
5 14 14 14 70% 1 hour
This skill is measured by the spells created 6 15 15 15 75% 3 hours
with it. For example a first skill level time spell might 7 15 15 15 80% 8 hours
create a local disturbance in time that slows down or 8 16 16 16 85% 1 day
speeds up time within its area. Perhaps a similar spell 9 16 16 16 90% 3 days
could slow down the aging of a person for a year’s 10 17 17 17 95% 1 week
time. A third level skill might provide the means to halt
11 17 17 17 100% 3 weeks
time in its tracks while the mage remains unaffected, or
12 18 18 18 105% 2 months
to create a stasis field where things inside do not
experience time passing at all. 13 18 18 18 110% 6 months
The Identify Bonus is the bonus given to the 14 19 19 19 120% 1 year
mage if they are attempting to identify a spell being 15 19 19 19 130% 5 years
cast. If that spell uses the time skill in it’s casting, then 16 20 20 20 140% 20 years
the character will receive the above bonus to his ability 17 20 20 20 150% 100
to identify that portion of the spell. years
Magecraft: Illusion Base belief defines the basic chance that the
Prerequisites: Magecraft Skill, 12 Willpower + ½ per illusion created will be believed by an average
level, 12 Knowledge + ½ per level, 12 Thought + ½ per intelligence person. For every full point of knowledge
level beyond what’s needed for the level, this base is
Cost: 2 Skill Slots increased by 5%. This means that a skill level one
Training Time: 3 months per level illusionist with a 20 knowledge has a base 90% chance
Availability: Uncommon + ½ per level of their illusion being believed. The target’s mental
Monetary Cost: x4 scores lower the likelihood of the illusion being
believed.
Description: The Maximum time without attention defines
The skill of illusion is exactly that. Creating how long the illusion will ”maintain itself” after the
images that appear real, but are not. This skill gains its mage goes on to other things. For example, a first level
power from the overwhelming urge people have to mage who ceases to concentrate on an illusion will find
believe what they see. However, it is all tricks of the that the spell dissipates immediately. By the fifth skill
light, smoke and mirrors without substance. level, that same spell will take a full hour to dissipate
But, the power of suggestion can be very on its own. By the seventeenth level of skills, the
powerful. Imagine creating the illusion of a safe and mage’s illusions are all but permanent.
sturdy bridge, when in reality the center span is
missing. A person who comes to the foot of the bridge Magecraft: Creation
is unlikely to be suspicious until they plunge to their Prerequisites: Magecraft Skill, 14 Willpower + 1 per
doom below. level, 14 Knowledge + 1 per level
At a high enough level, illusions become more Cost: 2 Skill Slots
then just light and shadow. They can have effects on all Training Time: 2 months per level
five of the senses, even providing tactile response. Availability: Scarce + ½ per level
Although still less than real, these illusions possess a Monetary Cost: x8
power as great as many of the elemental forces.
Illusion also finds its niche in other areas. Description:
Invisibility is an illusion, albeit a very powerful and The skill of creation allows the mage to
useful one. conjure matter out of nothingness. The skill to create
material from the mystical energies of the universe. A
mage trained in this skill can conjure gold coins out of
thin air, or cause great metallic walls to spring from the
ground, blocking passage.
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This skill provides the mage with a means to bad horror films, in the magical world of
create goods that they need, although their complexity DragonSpawn, mages can create just such a binding.
varies from level to level. At low levels, only simple This skill is useful in other ways as well,
items, such as base elements can be created. At higher create a token and a stack of coins from the same piece
levels, more complex goods can be the result, including of lead, and use sympathy and earth skills to change the
things like food, or worked goods like cloth. token to gold. The stack of coins will change with the
A mage must know what they are creating, and token. When the transmutation of the token wears off,
their creation will have no mystical powers of its own, the coins will change back as well. In the meantime,
it is simply material, woven by the mage, straight from however, they may have entered the possession of an
the warp and woof of creation itself. unscrupulous merchant instead.
The opposite can be true. A sword of massive
Level Will Know Max Max Complexity proportions is made, strong and sturdy. From the same
Weight piece of steel, a normal sword is made as well.
1 14 14 2# Simple elements: Sympathetic magic binds the two, and now the sword in
iron, stone, water hand will be nearly unbreakable, for the damage is
2 15 15 10# Compounds: done to the giant, linked sword instead.
steel, worked
stone Level Will Thought Scale Max Range
3 16 16 50# Worked steel Factor
4 17 17 200# Liquids: Beer, 1 10 12 x1 10’
wine, ale 2 11 13 x2 50’
5 18 18 500# Wood 3 12 13 x5 250’
6 19 19 1000# Meats, foods 4 13 14 x 10 1000’
7 20 20 2500# Prepared foods, 5 14 14 x 20 1 mile
delicately worked 6 15 15 x 50 5 miles
steel, jewelry 7 16 15 x 100 25 miles
8 17 16 x 500 100 miles
The maximum weight is the maximum amount 9 18 16 x 1000 500 miles
of material that can be created at once. 10 19 17 x 2500 2500 miles
The maximum complexity is the type of 11 20 17 x 5000 10,000 miles
material that can be created. For example, a mage of
skill level one could create only things like water or The scale factor is the maximum amount of
iron, or stone. (Author’s note: Okay, for the science size the two items may differ by. If any factor differs by
buffs out there, stone is a very complex material, but in more then this, height, weight, length, weight, mass,
the medieval sense, it’s considered simple.) whatever, then they can not be linked through this skill
However, a high level mage could create a at the current level.
feast of fine foods, enough to feed a small army. The maximum range is the greatest distance
that the link can be stretched to. Once the linked
Magecraft: Sympathy objects exceed that distance, the link is broken and can
Prerequisites: Magecraft Skill, 10 Willpower + 1 per only be recreated through the recasting of the spell.
level, 12 Thought + ½ per level
Cost: 2 Skill Slots Magecraft: Spell Weaving
Training Time: 3 months per level Prerequisites: Magecraft Skill of 5 or more, 15
Availability: Uncommon + 1 per level Willpower + 1 per level, 18 Thought + ½ per level
Monetary Cost: x6 Cost: 6 Skill Slots
Training Time: 12 months per level
Description: Availability: Very Rare + ½ per level
The magecraft skill of sympathy is one of the Monetary Cost: x10
most well known in folklore. Sympathetic magic is the
binding of a token to a larger or more complex object. Description:
The best known example is the voodoo doll. When the The skill of spell weaving allows more than
pin strikes the carefully crafted doll of the person, it is one mage to work together to create a spell effect. At
the person who feels the pain. While in the real world, least one of the mages must have spell weaving skills
voodoo dolls are the stuff of superstitious nonsense and for this combination to be effective.
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Description:
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Description:
Description:
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Description:
Description:
Description:
Description:
Description:
Chapter 16: General Skills This skill allows the character to learn a
foreign language (foreign to them, i.e. not their native
General Skills: Reading language.) If they have reading and writing skills, then
Prerequisites: 6 thought + 1/level they will learn to read and write in that language as
Maximum Level: 14 well. For each skill level, the character can learn one
Cost: 1 skill slot more foreign language. The languages are pre-selected,
Training Time: 2 months / level and cannot be exchanged. In other words, you can’t
Availability: common + ½ per level forget one language to learn a new one.
Monetary Cost: x1
General Skills: Sewing
Description: Prerequisites: 9 Manual Dexterity + 1 per level
This skill allows the character to read any Cost: 1 skill slot
language that they can speak. Each level of reading Training Time: 2 months / level
skill allows the character to read twice as fast as the Availability: common + 1 per level
previous level. Someone with a skill level of one can Monetary Cost: x2
read one standard page of information in sixteen
minutes. Therefore, someone with a skill of two could Description:
read the page in eight minutes, a skill of three in four This skill gives the character the basic
minutes, and so forth. A skill of 12 would allow you to knowledge of sewing. A first skill level character can
read the page in about ½ of a second. This also means perform basic sewing skills, such as mending tears in
that you have good comprehension of everything you cloth, or sewing on buttons. For each progressive skill
have read as well. level, they become more talented, being able to mend
tears so they are not easily noticed. Being able to make
General Skills: Writing simple clothing, until they finally reach a level where
Prerequisites: 7 Thought + 2/level, 6 Manual they can become a professional tailor, or make clothing
Dexterity + 2/level fit for kings.
Maximum Level: 6
Cost: 1 skill slot General Skills: Herbalism
Training Time: 3 months/level Prerequisites: 10 knowledge + 1 per level, 10 wisdom
Availability: uncommon + ½ per level + 1 per level
Monetary Cost: x3 Cost: 3 skill slots
Training Time: 12 months per level
Description: Availability: rare + 1 per level
This skill allows the character to write any Monetary Cost: x4
language that they can speak. The first level of skill
provides only a slow, legible version of writing. For Description:
each level of skill beyond the first, the writing becomes The skill of herbalism lies in the use of
clearer and faster. At skill level one, it will take two common plants, salves and poultices to produce healing
hours for the character to write a full, standard page. or cures for disease. The skill of herbalism is passed
Each skill level cuts the previous level about in half. down from a mentor to a student, and the training is
This means that skill level 2 can write a page in 1 hour, intense.
3 in ½ hour, and level 4 in 20 minutes. Level 5 can Such knowledge provides a good basis for
write the page in 10 minutes, and level 6 in five. At the treating common and uncommon ailments. A trained
higher levels, the quality of the writing improves, so herbalist can remove fatigue or staunch wounds.
that at level 6, the hand is steady, even, and clearly Wounds treated by an herbalist are less likely to
legible. become infected, and often heal better and cleaner then
those treated by someone without the herbalist’s skill.
General Skills: Foreign Language
Prerequisites: 8 knowledge + 1/level General Skills: First Aid
Cost: 2 skill slots Prerequisites: 10 Knowledge + 1 per level, 10 wisdom
Training Time: 6 months / level + 1 per level
Availability: varies by language and location Maximum Level: 11
Monetary Cost: x2 Cost: 3 Skill Slots
Training Time: 2 months per level
Description: Availability: Rare + ½ per level
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Monetary Cost: x2
Description:
The first aid skill allows the character to
provide immediate care to wounded or injured
companions. This skill is important, as it allows the
character to staunch wounds and treat injuries in a rapid
and appropriate manner.
For each skill level, the character can dress
and staunch one wound in a turn. So a skill level of
three means that the character can bind and treat three
wounds in each and every turn.
In addition, a wound treated by someone with
the first aid skill will recover more quickly. For each
two skill levels, the wounded character will recover one
extra health point per day.
Description:
Description:
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Description:
This skill allows an elf to sense certain
magical flows and residues in a given area. Active use
of magecraft skills in an area provide a bonus of 25% to
the ability to detect this activity.
At each skill level, the base chance of
detecting a trace residue of such a use increases by
10%, and the age of that residue increases by a factor of
two.
In the following table, the max age is given in
turns (t), hours (hrs), and days. The base chance to
detect is the chance to tell that magic has been used in
the area within that amount of time.
Level Thought Kno Max Base
w Age Chance to
Detect
1 10 9 10 t 10%
2 11 10 20 t 20%
3 12 10 40 t 30%
4 13 11 80 t 40%
5 14 11 3 hrs 50%
6 15 12 6 hrs 60%
7 16 12 12 hrs 70%
8 17 13 1 day 80%
9 18 13 2 days 90%
10 19 14 4 days 100%
11 20 14 8 days 110%
Description:
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Chapter 18: Equipping Your Aluminum, Platinum and Palladium are also used as
denominations of coinage. Some places have writs of
Character wealth, others have carried the writs one step further
and have paper money, issued by the government or
After you’ve given your character the basic attributes even by the church. Certain lords pay vassals with
that they need, next comes the task of outfitting them Script money, which is only accepted within the lord’s
with equipment. To start out, we need to establish a own walls, thus making any vassal who leaves the
system of money that can be used universally Lord’s care a penniless pauper.
throughout the game.
In the above table, all coins are referred to as
Monetary Units being ”standard”. In most campaigns, it would be
exceedingly rare for any given kingdom to actually
In the world of DragonSpawn, there are many mint ”standard” coins in all denominations. In addition,
different types of money, for instance, one country may the Standard Wood Piece is almost a misnomer, since
mint a coin stamped out of silver which is only a half wood pieces are not standard mintage of any
an inch across and thinner than a dime. Another country government. Usually a wood piece is used among
may mint a coin that is stamped out of a silver-nickel farmers as a debt marker with each wood piece being
alloy that is two inches across and weighs over four worth some basic amount, a single cob of corn, or a
troy ounces. Thus, the term Silver Piece and Gold Piece sheaf of wheat. Most of these markers are crudely cut
are not truly accurate measures. from whatever wood is at hand and are rarely of equal
However, we are going to use them, not sizes. However, over time, these coins have come to
because it’s accurate, but because it’s a lot easier. For have a meaningful value despite their not being
our case, we would consider that a Standard Gold Piece officially sanctioned.
(SGP) is equivalent to twenty Standard Silver Pieces
(SSP), which are equivalent to fifty Standard Brass As to the economy of the nation-states in the
Pieces (SBP) each, and so on. In the example above, world, the best comparison is what a coin will buy. The
the first silver piece (the small one) would be equal to wood piece has already been discussed as being worth
about 15 SBP, or about 1/3 SSP, while the second one only a trifling amount. A standard copper piece is
may be equal to anything from one SGP to one SSP enough to buy a bowl of broth at a dingy inn or a
depending on the mixture of nickel to silver in the coin. village cook place. The Standard Bronze would likely
The standard coins that we are working from turn that broth into a bowl of hearty stew, or a mug of
can be considered to be ¾ of an inch in diameter, and ale. Two bronzes will put a cup of wine on the table, or
1/16 of an inch thick. Each coin has a different weight a tough steak. A Brass piece will buy a steak dinner in a
due to its material. A table of weights and conversions more respectable inn, or a pair of steaks dinners with
between coins follows. all the fixings at that less fancy eatery.
Coin Type Weigh Conversion A single Standard Silver piece will buy a
(Abbreviation) t month’s stay in an inn, with meals. Two silvers will buy
Standard Gold 1.1 oz 20 Standard a cow, while three will buy a draft horse. A farmer will
Piece (SGP) Silver Pieces see only the equivalent of five silvers a year when their
Standard Silver .6 oz 50 Standard crops come in. (That’s about the same as 25,000 cobs
Piece (SSP) Brass Pieces of corn or sheaves of wheat.)
Standard Brass .5 oz 5 Standard
Piece (SBP) Bronze Pieces A single Standard Gold Piece will buy a
Standard Bronze .4 oz 2 Standard farmer’s house, or an outstanding war horse. A golden
Piece (SBrP) Copper Pieces coin will buy a stay in a fine inn for a year with meals,
Standard Copper .3 oz 10 Standard maid service, and special extras included. A more
Piece (SCP) Wood Pieces successful merchant will do from 6 to 10 gold coins
Standard Wood .1 oz 1/100,000 worth of business in a year. Some specialists make a
Piece( SWP) Standard Gold salary of about 10 gold coins a year, while merchants
Piece with wide holdings will sometimes earn as much as 50
gold pieces a year.
There are many other kinds of coins available It’s easily seen that most of the economy is
in different places; such rare metals as Iridium, Indium, driven by the trade of Standard Brass Pieces and
Standard Silver Pieces. Only the nobility holds gold
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coins in these kingdoms and city-states. Gold coins, in Coin Exchange Description
fact, are usually used only for the exchange of wealth image of the ruler of Hyperia
between nobility, and commoners holding gold coinage when the coin was minted
is usually enough to place them under suspicion of along with the season the coin
thievery. was struck. The ”Tails” side
of the coin is the rampaging
Equipment prices and prices in general lion that is the royal symbol
throughout the rest of the book are given in these of Hyperia.
standard units. Although in practice there are rarely Ancient 40 Silver A gold coin minted during the
”standard” units, in terms of keeping the game simple, Gold Krill Lemurs Second Kingdom. Named a
it is acceptable to use the standard coinages to speed up (16 SSP) Krill for the Royal House of
the game. Krill that sat the throne at the
time of the minting. Each
coin bears the flying eagle
Optional Rule: Different Coinage crest on the back, and the face
In the real world, no nation ever mints coins of of the Royal in power on the
a ”standard” size and shape. In fact, it was the fact that face. These coins are
two coins were nearly the same size that sounded the uncommon, but not yet rare.
death-knell of the Susan B. Anthony silver dollar in Ancient Varies. This coin is from the Reign of
America. So if we know that no country actually Gold Rive See the Usurper, between the First
makes all their coins the same size, it would only add descriptio and Second Kingdoms. The
to the game to have the nations within the game print n face bears the face of the
their own coinage. Usurper King Jalthorne, while
This addition of realistic exchange problems the reverse bears the
and strange coins from far-away lands only lends to the clenched, gauntleted, fist in
aura of mystery as well as the level of credibility of a front of the pennant banner of
game world. For instance, the DragonSpawn game the usurper. This coin is very
originated with the world of Kroth, where coinage rare, and some merchants and
varied from nation to nation and sometimes within the collectors will pay up to ten
nation itself. In the nation of Hyperia, the main area Gold Lions for a single coin,
explored during the campaigns, there were eight however, by decree of the
different official coins, along with a handful of Second Kingdom, these coins
unofficial ones. In addition, old and ancient coins are illegal to own, and anyone
turned up in various treasure troves. The following caught in knowing possession
table outlines those coins: of these coins can be
sentenced to prison time, or
Table: Coinage of Hyperia even death for treason. If
Coin Exchange Description someone turns these coins in
Aluminu 10 Gold Rarely minted due to the to a royal treasury, they will
m Shet Lions scarcity of aluminum, this be reimbursed one Gold Lion
(10 SGP) coin is about 1 inch across for each Gold Rive turned in
and 1/8 inch thick. Stamped to the authorities.
on one side with the raging Silver 5 Brass Silver coin, known to nobles
lion and the other side with Lemur (20 SBP) as the ”Silver Penny,” this
the Crossed Swords and coin is small, only about ½ an
Triangle of the Royal Seal, inch across, and stamped very
this coin has a smooth edge, thin, perhaps 1/32 of an inch.
but no border ring around the The face bears the Crossed
insignia. Swords and Triangle of the
Gold Lion 50 Silver Gold coin, approximately ¾ Royal Seal, and the back
Lemurs inch across and slightly less bears the marking of a cup.
(1 SGP) than 1/16 inch thick. Edges The date of stamping is
are smooth, with a raised ring marked on the back as well.
on both sides around the face Brass 100 This thick, coin is marked
designs. ”Heads” side is the Cantrell Coppers only on the face with the
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Whole Pig
Wine, common, 1 bottle
Side of Beef
Wine, fine, 1 bottle
Livestock
Wine, exceptional, 1 bottle
Chicken
Ale, 1 mug
Pig
Ale, Small keg (2 gallons)
Cow
Ale, full keg (6 gallons)
Horse, Draft
Ale, Barrel (48 gallons)
Horse, riding, common
Mead, 1 mug
Horse, riding, good
Mead, small keg (2 gallons)
Horse, riding, fine
Mead, full keg(6 gallons)
Horse, war, light
Mead, Barrel (48 gallons)
Horse, war, heavy
Meal, gruel
Saddle
Meal, stew
Bit, bridle, harness
Meal, meat and vegetables
Transportation
Meal, standard Cart, hand
Catapult, Large
Armor
Hand Shield, wood
A shield about eight to ten inches across, with
a single leather strap across the back used to grip it, the
hand shield provides little defense. Wooden ones are
usually of poor construction, and will not survive much
damage. It provides a +1 to Armor rank, and a +1 to
parry.
Adventurer’s Equipment
Spikes (10)
Lock Picks
Climbing Tools
Rope, 50’
Rope, 100’
Ability Feats
During an adventure, it is often necessary to
perform acts that test the ability of the character. For
example, it may be necessary for the character to creep
along the edge of a building, a task for which agility is
the key.
At such a time, the GM may decide to ask the
player to roll an ability feat. The basis of the ability feat
is to roll your ability score or less on one or more dice.
The die used to make an ability feat is a d6.
There are several different levels of ability
feats, simple, easy, difficult, hard, awesome and
legendary. Each level of difficulty adds an extra die
roll. For example creeping along the edge of a building
may require a difficult feat roll. For a character with a
16 agility score, he needs to roll a 16 or less on 3d6,
something he will most likely do. However, with an
agility of only 11, Rarg the barbarian will fail the feat
almost as often as he makes it.
Simple feats require rolling 1d6, easy feats
require 2d6, difficult feats use 3d6, and so on, up to
legendary feats which require the player to roll their
character’s ability score or less on 6d6. Since the
average roll on 6d6 is 21.9, it means that a character
would need an agility of 22 to succeed as often as they
fail at a legendary feat. It would require a skill of 36 to
succeed every time at a legendary feat.
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Chapter 20: Encounters and attack hits, damage is rolled. The armor rank is then
subtracted from that damage, and the remainder is
Combat subtracted from the Health score of the character.
Obviously, the higher the Armor Rank, the better off the
For anything to happen there must be a point character is.
where two things come together. That event is called an The following table lists the various types of
encounter, and it’s what drives the action in a role armor and the protection that it lends to the character
playing game. There is no fun in an adventure that that’s wearing it.
simply starts in one place and ends in another, with Armor Type Armor Rank
nothing in-between. How each character handles an Human / Elf / Fairykin Skin 0
encounter is what the game is all about. Dwarf Skin / Clothing 1
Sometimes encounters can be with inanimate
Padded Clothing 2
objects, a door or a trap. More often, however, they will
Silur Skin / Soft Leather 3
occur between the characters and other entities within
the game, known as non-player characters or NPCs. Leather 5
Such an encounter is one of the best opportunities for Studded Leather 8
role-playing. Is that wizened old man really just a Banded Leather 10
beggar who knows the workings of the underworld, or Stripped Plate 12
is he actually an agent who is setting your party up for Ring Mail 14
an ambush? Is that eleven foot tall warty-skinned Scale Mail 16
humanoid friendly, or is that really the hindquarters of Chain Mail 17
your war horse that he’s chewing on? You must answer Chain Plate 19
those questions when an encounter occurs. Combat Plate 21
Full Plate 24
the way that the armor degrades from its constant use chain-mail bikini wearing warrior amazon women
and abuse. spring to mind.)
For example, given the above example, Rarg In the course of adventuring, a character is
now faces the ogre in armor that has seen better days. likely to come across various pieces of armor left
In fact, this armor is at only 20% of its original damage behind by others. In particular, the armor from defeated
capacity. Thus, the armor is only 20% effective. The foes is often available after combat. It is entirely
ogre again hits Rarg across the chest, but this time possible, therefore, that the armor bits left behind may
Rarg’s armor only stops 4 points of the damage, and be better then the armor that the character is wearing.
Rarg takes 9 of his 15 health points in damage. Rarg In this case, the character may choose to wear partial
now wishes he had gotten his armor repaired in that last armor. For instance, an opponent was slain, destroying
small city. In fact, Rarg has to make a constitution his leather armor; however, he was also wearing a
check to see if he falls into shock from the crushing metal helmet, the equivalent of Combat Plate for the
blow that took more than half of his health. head.
Rarg, seeing this helmet, grabs it and slaps it
over the chain-mail coif he was wearing before. He can
Repairing Armor do this, because the helm is a little large for his head
Obviously, if armor is damaged, it can also be normally, but with the extra padding of the chain mail
repaired. Many towns support a blacksmith or tack and coif, it fits snugly. Now any attack directed specifically
harness shop that can do repairs on steel and leather at Rarg’s head (see Called Shots below), will have to
armor. Large towns will have trained armorers and hit an armor rating of 38. When an attacker aims at the
leather workers who can repair armor at a faster rate rest of the body, the armor rating is only 21, as he was
and higher quality. wearing combat plate.
In general, a town blacksmith can repair Nevertheless, the helm can only absorb 40
metallic armor at a rate of 25 points of damage capacity points of damage before it becomes useless. Each
per day, at a cost of one ssp per day. However, they will portion of the armor constitutes a different percentage
only be able to restore 75% of the damage taken. They of the whole armor.
will also be able to repair chain mail armor at a rate of Portion % of Whole
10 points per day, at the same rate. However, the Helm 10%
average blacksmith can restore 90% of the damage Breast Plate 20%
done to chain mail armor. Back Plate 20%
A tack and harness shop can repair 5 points of
Arms (each) 10%
damage an hour to leather armor, at a cost of one ssp
Legs (each) 10%
per day. However, they can restore at most 80% of the
original damage capacity of the armor. This effect is Gauntlets (each) 5%
cumulative, and leather armor can only be repaired five
times before it can no longer be used without replacing
substantial portions of the armor. ”Called Shots” & Intentional
Skilled armorers can repair metallic armors at
a rate of 50 points a day, at a cost of 3 ssp. They can Aiming (Optional)
repair ring and chain mail armor at a rate of 30 points a Since different regions of the body can have
day at the same rate. In addition, they can repair all different armor ratings, it only stands to reason that a
armors to 100% of its original damage capacity. character can aim at a specific part of the body. Called
A trained leather worker will be able to restore shots are done at a penalty to the ”to hit” score as
10 points of damage capacity every hour, at a cost of follows, presuming a man-sized humanoid.
three ssp per day. They can restore 90% of the armor’s Body Portion Penalty To Damage
original damage capacity. However, this doesn’t Hit Multiplier
remove the limit of only repairing leather armor five
Head -5 x4
times.
Eye -10 x8
Arm -2 ---
Partial Armor (Optional) Hand -5 x2
In some situations, it may be advantageous, or Leg -2 ---
at least necessary for only parts of a character to be Foot -4 x2
wearing one kind of armor, while the rest of the Torso -1 ---
character is armored differently, or not at all (All those Hip -1 ---
Back (Hand to -8 x3
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Hand only) +3 for When the door opens, Thorian quickly
opponents recognizes the dark, misshapen creatures within as
next attack goblins. They are surprised by the sudden appearance
Note that an attack to the back is only possible of the adventurers and take a moment to react.
in close combat, and requires maneuvering that gives This is the point at which combat occurs. Ken,
the opponent a bonus on their to hit whether the attack who is playing Thorian, needs to roll initiative. Thorian
is successful or not. is wielding a broad sword, which has a speed penalty of
Successful attacks do additional damage as 5, however, Thorian has a skill of 3 in Close Combat:
above. Remember that the multiplier is applied after Broadsword, so the penalty is reduced to a 2. Thorian
armor ranking has been subtracted. has an agility of 14, so he also has a speed bonus of 2.
Additionally, Thorian was prepared for combat, so he
gains a five-point bonus for this first turn. On this first
round, however, he must close to attack with his close
Combat combat weapon, for a penalty of minus two. Ken rolls a
When negotiations break down, and all 15 on the initiative, and his bonuses and penalties total
methods of peaceful discourse are exhausted or three. His final roll is adjusted to an 18, so he is
unavailable, the result is usually combat. attacking on the twelfth second of combat.
Combat in DragonSpawn revolves around a Brittany, who plays Liliva, is using a bow, in
series of back and forth turns of attack and defense which she has a skill of 6. Bow speed is normally a
between the opposing forces. Each combat turn is penalty of 10, but the arrow is already nocked and
broken down further into the actual seconds that drawn, giving her a speed penalty of only 1. Her skill
comprise a one-minute turn. Combat takes place based changes this to a bonus of 5; In addition, she is
on turns, but actions take place in seconds. prepared for combat for an additional 5-point bonus,
Another value, called combat sections, are bringing her total bonus to 10. She has a 17 agility for a
used in reference to spell casting. A combat section is a bonus of 5 more points, and her thought score of 14
period of six seconds, or ten sections per turn. adds 2 more. Her initiative bonus totals 17 for this first
A combat turn consists of three phases: turn of combat. Brittany rolls an 18 on the d20, and the
Initiative, Melee, and Resolution. total is adjusted to 32. Subtracted from thirty, this gives
a –2, which means her attack occurs at the starting
moment of combat. The negative value should only be
Initiative Phase used to determine the order of extremely good combat
initiative rolls which would all adjust below 0.
The first phase of combat, called the initiative
Jarvan, however, had been planning to cast a
phase determines which actions will occur on which
fiery blast, but the room is smaller than he thought, so
second of combat. Initiative, like most of combat
the blast would expand into the corridor. In addition,
involves rolling a d20.
Thorian and Pevrath, using their broadswords would be
The result of the d20, plus any bonuses for
too close anyway. Hastily he switches to a different
agility and cognition, weapon speed, casting time, and
spell, Mystic Bolt, and plans to speed cast it in 3 turn
skill, are subtracted from 30. The result is the second of
segments. His initiative roll is a 12, but he faces several
combat in which the action will occur. The following
penalties. Because he switched spells, he is no longer
gives a simple example.
prepared for combat, so he loses his 5-point bonus. His
Thorian is moving through a dungeon corridor
spell will take 3 segments to cast, at a penalty of 6 per
with the rest of his party, Jarvan the Mage, Liliva the
segment, or 18. His roll plus penalties is now a negative
Archer, and Pevrath the Holy Warrior. They discover a
six. His agility is average, although he gains a plus two
door at the side of the corridor, and after quietly
for his thought score of 14, bringing his total to
conferring, they decide to open it. Liliva checks the
negative 4. However, he is in the back of the group, and
door for any obvious trap mechanisms, while Pevrath
must maneuver for a clear shot. Since he is behind
and Thorian watch the hallway in each direction. After
Thorian, he takes another 2-point penalty for a total of
informing the party that the door is not trapped,
negative six. His initiative, subtracted from 30, gives a
Pevrath, brandishing his broad sword, steps forward and
36, or the 36th second of combat.
swings the door open into the hallway. Thorian stands
Pevrath, who opened the door, will have to
ready with his own broad sword, and Liliva nocks and
maneuver to enter combat, giving him a penalty of two.
draws an arrow in her long bow. Jarvan stands behind
In addition, he is using a broad sword, which is a close
and a little to the side of Liliva, mentally preparing a
combat weapon, so he must close to attack, this means
spell.
covering a good ten feet of floor, for another 2 point
penalty. Pevrath’s broadsword is a heavy weapon, and
N
has a modifier of –4, giving Pevrath a total of –10 in difficult, yet more realistic combat system, is described
penalties. He gains the +4 bonus for his skill level of in the optional Opposed Combat system below.
four with the broadsword, and an additional 5-point Combat begins when either side of a conflict
bonus for being ready for combat. Pevrath has only a enjoins martial action against the other. As a skills
12 agility, so he gets no agility bonus. He rolls a 13, based system, the character's skill with the weapon he
and his remaining one point penalty lowers it to a 12. is using is tantamount to the resolution of combat.
He will attack in the 18 th second of combat. Each participant in the combat has a Dodge
The goblins get their own initiative rolls, and score. (C.f. Chapter 1: Creating a Character) Since each
they will be attacking on the 24th, 29th, and 38th second participant will also, most likely, be using some kind of
of combat. weapon, the parry bonus for that weapon will be added
Therefore, Liliva will attack first, Thorian will to their dodge score.
attack second, then Pevrath, despite everything, will The attacker receives a number of attacks per
attack third. After those three attacks, the first two turn equal to half of their skill with the weapon they are
goblins will attack before Jarvan looses the Mystic using, rounded up. So at skill one and two, the attacker
Bolts. If the last goblin is still standing, it will then be receives one attack per turn, at skill level three and four
his turn to attack. Pevrath, who has two attacks per turn they receive two, and so forth. At the GM's option you
because of his skill level, then gets his second can, at the even numbered levels, receive one extra
broadsword attack. The same applies for Liliva, who attack every other round.
can draw and fire a second arrow from her bow because For each attack, the attacker rolls a d20. Added
of her skill of six. to this is his attack skill bonuses, any magical bonuses
of the weapon, and any other bonuses which
Initiative Modifiers specifically are listed as an "attack bonus."
If the adjusted roll is greater then the
Several factors can modify the final initiative
opponent's dodge score, then the attack has landed. The
roll. A semi-complete list of these modifiers is given
attacker then rolls for damage, by weapon type, adding
below. Other situations may arise during game play,
skill bonuses, magical bonuses and brawn bonuses to
and the bonus or penalty that they incur is up to GM
the damage.
fiat.
The damage actually done to the opponent is
mitigated by the opponent's armor ranking. The
Condition Bonus/Penalty
opponents armor ranking is subtracted from the damage
Weapon not readied -5
the attacker does, and any remaining damage is applied
Prepared and expecting +5 (first turn only)
to the opponent's health score. The process is then
combat
repeated for each attack. Pay attention to the initiative
Closing to Attack -1 per 5 feet of distance
order for each attack.
Maneuvering around -2 per companion or other
companions (Clear shot) obstacle
Weapon Skill +1 per skill level Adjusting Damage
Weapon Speed Penalty as listed per There are a few cases where an attacker may
weapon type wish to do less damage then the amount rolled. This is
Agility Bonus Per agility score listing allowed within the rules as follows. The attacker may
Thought Bonus Per though score listing add all, some, or none of their skill damage bonus to
Fatigued -1 per 10 points of fatigue the attack damage.
Spell casting time -6 per segment of casting In addition, they may choose to reduce the
time remaining damage by a number of points equal to their
Each attack after the first -10 per attack added to the skill level. As an example, when using a hand sword
(simplified combat) initial roll (do not re-roll) with a skill of six, the player rolls a four for damage.
Each attack after the first -5 per attack added to the With a 10 brawn, the damage would normally be 12
(opposed combat) initial roll (do not re-roll) points of damage (4 for the roll plus 8 for skill bonus).
However, the player doesn't want his character to do
that much damage, he wants this to be a "warning hit."
The Standard Combat System He removes his skill bonus, reducing the damage to a
(Simplified Combat) four. He then removes three more points, which is less
then his skill level of six, for a final damage of 1 point.
DragonSpawn uses two different methods for
This, of course, doesn't include the opponent's armor in
resolving combats. The first, and most easy to use, is
the equation, which will most likely reduce the damage
the standard or simplified combat system. The more
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to zero, although the armor (if the optional rules are
used) would take 1 point of damage.
Massive Damage
It is possible, during combat, that an opponent
Attacking to Disable will do a large amount of damage to a character. If that
amount of damage is greater then half of their
There are times when an attacker may not remaining health points, then the character needs to
wish to kill an opponent, for instance, when it is make a willpower check to avoid going into shock and
desirable to take prisoners. In this case, the damage falling unconscious.
bonuses due to skill are considered to be disabling
damage instead of killing damage. Skill damage will
always be the "last" points done when the armor Open Ended Damage (Optional)
ranking is subtracted. When the opponent's health is During combat, it is possible for a skilled
reduced to zero or below, the opponent is rendered opponent to cause extreme damage to an opponent.
unconscious. When an attack is landed on an opponent, the
If the "real" damage done to the opponent is maximum damage that is caused often may not
enough to bring them to zero health, then the opponent penetrate the armor. Unless armor damage is used, this
will die unless immediate medical attention is given. may mean that the opponent doesn’t take any damage
(C.f. Chapter 1: Comatose States) from an attack. This is where open-ended damage
comes into play.
When the damage rolled is the maximum
Opposed Combat (Optional) damage available, the die may be re-rolled, and that die
added to the original damage. This can be repeated a
The second combat system used in number of times up to the skill level of the character’s
DragonSpawn is the Opposed Combat system. weapon skill.
Although similar to the simplified combat rules in some For example, your character is using a long
ways, it is entirely different in others. As in the sword to strike an opponent, and rolls a successful hit.
simplified system, the attacker rolls a d20 plus their Now you roll 1d8 damage, and get an eight, the
various bonuses. However, the defender's dodge score maximum. You roll again, getting another eight, for
is not modified by their parry bonus. Instead, the sixteen total points of damage. At this point you stop,
defender also rolls a d20 with their parry bonus added because your character only has a skill of two in the
to their roll along with any magical bonuses. If the long sword. If your character’s skill was higher, you
defender's roll is greater then or equal to the attacker's could roll again.
roll, then the attack has been successfully parried by the Added to the sixteen points are your
defender. If the attacker's roll is greater than the character’s skill of two and his brawn bonus of four, for
defender's roll, but still less then the defender's dodge 22 points of damage total.
score, the attack misses.
In the opposed combat system, the attacker
gets a number of attacks equal to their skill level each Combat Fatigue (Optional)
turn. The defender gets a number of parries equal to It is still possible, even with open-ended damage and
their skill level each turn. For each parry they attempt high skills, that an opponent’s armor is impenetrable.
beyond this number, the roll is at another –1 penalty. This causes problems in a combat situation, and it
This means that a defender with a skill of five can parry doesn’t necessarily reflect the reality of the situation.
five attacks per turn without penalty, but if he were to For example, you are wearing a football
parry eight attacks, the sixth parry would be at –1, the helmet, and I whack you in the head with a baseball
seventh at –2, and the eighth at –3. This penalty is bat. Now, the helmet does prevent me from splitting
open-ended, meaning that if he tried to parry 14 attacks your scalp wide open and generally making mush out
in a turn, he would be at a –9 for the last parry. The of your brain. However, you will feel the result of the
penalty also applies to the character's dodge score, so impact. Your head will ring, you’ll stagger from the
when the minuses accumulate, the character becomes blow, and you will not be as coordinated as if I hadn’t
easier to hit, as he is overextending his skills and just smacked you in the bean.
leaving himself open for attack. In DragonSpawn, this is reflected as follows.
Both the Attacking to Disable rule and the When a blow strikes your armor, and is wholly
Adjusted Damage rule can be used in the opposed absorbed by your armor, then that blow can cause
combat system as well as in the simplified combat fatigue. For every point of damage absorbed by the
rules. armor that exceeds your stamina score, you take one
point of added fatigue.
N
9th 729 ssp made this change because Zilfin has no experience in
10th 1000 ssp the skill Magecraft: Elemental Control - Air. Zilfin also
11th + Circle3 ssp would not know that the spheres were hollow and were
In general, each spell cost is calculated by blown apart by expanding air.
taking the circle of the spell and cubing it (multiplying This new spell does similar damage, 1d12 per
it by itself three times.) This value is taken as the main ball, 1d4 for each large chunk, but each piece now
number of silver pieces it costs to research the spell. In strikes as a blunt object rather then the 6 sharp pieces
addition, it will take a number of weeks equal to the doing 1d2 each. For each extra skill level in each skill,
Circle of the spell to research the spell. Zilfin will be able to form an extra ball above the two
If any of the side effects of the spell are he can form normally with the spell.
dangerous, such as explosions, fire, or disease, then Zilfin already has Magecraft skills of Mystic
there is a chance that the magus was injured during the Control -4, Elemental Control - Earth 4, and Force 4.
research. The GM will decide whether such an injury Since this is only 1 greater than what he needs in
occurred, and how much the magus was injured. Elemental Control - Earth, he can create only 3
There are additional factors in spell research spheres. By advancing his skill to 5, he would now
that the GM will take into account. For example, if the exceed each skill by two, and could create 4 balls.
spell the character is researching is one whose effect he Zilfin had seen the spell used before, and since
has seen before, perhaps used against the magus in he had skill in most of the areas, he would have
combat, then the research costs will be lowered. If it is recognized most of the ”weaving” of the spell. Thus,
a spell that the magus has seen many times, the the GM gives him a 20% bonus for cost and research
research costs could be cut in half. If the researching time. This means Zilfin can research the spell in only 5
magus has access to the notes of another wizard who ½ weeks, at a total cost of 343 * 80% = 274 ssp.
developed the same spell, then the research time may Jake decides that this is an acceptable cost for
be as little as one tenth of the cost otherwise. this rather potent spell, and decides that Zilfin will
There are also penalties, if any of the skill undertake this research.
levels required for the spell is more than the current Had there been any possible damage involved
level of the magus, it is possible that research time may with researching the spell, the GM would have
double or more. informed Jake of it after his decision to research the
It is this constant struggle for new spells and spell was made.
knowledge that drives many of the magi out into After this point, the spell is Zilfin’s, and it is
careers in adventuring. By garnering the knowledge of unique within DragonSpawn. Very few of the more
other magi, or at least seeing other spell effects, the powerful spells are common, or spread around, almost
magus will gain power much more quickly then the all are unique, having been researched for a certain
magus who researches slowly and carefully. Of course, purpose by a specific magi. Only some of the simpler
many adventuring magi end up on the business end of spells are common and similar to each other. Research
some sharpened implement, wondering why they didn’t is the sole means of achieving magical power in
stay home researching spells. DragonSpawn.
As an example, we turn to Zilfin, our
adventurous magus, who wants to research a spell. Last Spell Books
time out on adventure, an evil shaman attacked his
adventuring group by gouging rocks out of the ground, Many magi will eventually choose to write
down the spells they have learned, and keep the notes
shaping them into balls and hurling them at great force
into the midst of the group where they burst into chunks for the ones which they have researched safely in
volumes for use in later research and for safekeeping.
of gravel that pummeled and disoriented the group.
Zilfin’s player, Jake tells his GM that he wants These spell books are often guarded with magical traps
and guardians. These books are a concentration of the
to research this spell. The GM, who knows that the
spell is possible, allows Jake to write out the spell’s knowledge of the magi, and as such represents the sum
total of their life’s work.
description. Jake writes out a description of the spell,
similar to the one above and gives it to the GM. The Capturing or obtaining a magus’s spell book
does not provide the holder with instant access to every
GM inspects the spell and makes a few changes, and
marks it as a seventh circle spell, with the following spell that the magi possessed. The spell book is not a
step-by-step instruction book on how to cast the spell.
Magecraft skills: Mystic Control - 2, Elemental Control
- Earth - 3, Force - 2. However, the spell has changed In fact, magic in DragonSpawn is more a trial and error
process. Possession of a spell book may make it
slightly, the balls tend to tear themselves apart before
striking, rather then exploding as shrapnel. The GM has incredibly easy to research the spells of the magi who
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wrote it, but it doesn’t provide the instant gratification Zilfin has already started to cast the spell
of a group of new spells. again, when he is struck by the arrow. It pierces his soft
Using a complete and well-written spell book leather armor, causing 3 points of damage.
will reduce the time it takes to research the spells it Zilfin’s base success rate is now 70%, because
contains by a factor of ten, but it still requires research. 100% - (10% x points of damage) = 70%. Zilfin’s
For instance, if Zilfin had found that evil player, Jake, rolls an 83 on the d100 roll, and Zilfin’s
shaman’s spell book, he would have been able to spell fizzles. The GM decides that the spell is not
research the spell in a fraction of the time it took. powerful enough to cause any side effects, and it
However, he would not have been able to cast the spell, simply fizzles with no effects.
since he has no experience in the Magecraft skill of However, Zilfin is now in a fix. With only 5
Elemental Control - Air, a skill that the initial spell health points remaining, he must choose a spell to use
required at a skill level of 1. In this case, having the wisely.
spell book might actually prevent Zilfin from Realizing that the Orks are safely separated
researching a spell that he could use. Of course, he from his companions, he chooses his Fiery Blast spell,
could just train for Magecraft: Elemental Control - Air a fourth circle spell. It is a new round, and Jake rolls an
and be able to cast the full spell. 18 for combat initiative. The Orks roll a 4, giving Zilfin
In either case, should Zilfin research the spell a differential of 14 seconds. Realizing that he has only
using the spell book, he would only have to spend 34 used this spell three times before, he steps behind an
ssp, and spend a little less than five days researching outcrop of rock to make himself harder to hit, and then
the spell. In this case, however, due to the fact that he prepares his spell.
doesn’t understand the control of Air, he could be Zilfin’s base chance of success is 65%, or 50%
subject to damage from his initial experiments that + (3 x 5%). The Ork archer, realizing the danger Jake
might backfire. That choice is up to the GM. represents takes aim and fires again, but now Jake has
taken partial cover, providing a -4 on his to hit roll. The
Ork needs a 10 normally, but now needs a 14. The Ork
Spell Failure rolls a 16, and an arrow again hits Zilfin. This time, he
takes only one point of damage from the arrow, which
When casting a spell, there is always a chance changes his base percentage to 55% (65% - 10%). Jake
that the spell will fail. This chance may be nil, or it rolls a 45% on the d100 roll, meaning that Jake will
may be quite large, especially if the spell caster is successfully cast the spell.
distracted or attacked while casting the spell. When a Zilfin has chosen to cast the spell in 4 turn
spell fails, the results can range from harmless to segments, or at 10 times normal speed. He takes a hit of
disastrous. 40 fatigue points for this action, pushing his two turn
For example, Zilfin, our magus, has been total to 52 points. Added to his initial fatigue score of
casting Mystic Bolt since his apprenticeship, and now 14, Zilfin is struck by exhaustion at the completion of
needs to cast it in combat. His base chance for success the spell, when his fatigue score becomes 66,
is 50%. He has cast the spell successfully more than ten equivalent to being awake for almost 24 hours straight.
times, so his base percentage is now 100% plus. As However, the fiery blast sails across the
long as he is not disturbed, his base chance to cast the cavern, exploding in a blazing ball of carnage, doing
spell is 100%. 4d6 damage, and nearly obliterating the Ork party,
However, he is in the middle of combat, and leaving only a lingering smell of fried bacon. Zilfin’s
more than half of his friends are already down. The companions tend to the wounded while he collapses,
attack is coming from arrows launched by a distant exhausted, for a short nap.
group of Orks, and his spell is his last hope. He can cast The next time he casts the spell, his base
8 bolts, because of his skill level of 4, and he plans to success rate will be 70%, for he has now successfully
rain down fire on the two archers facing him. The spell cast the spell 4 times. He does not tell his companions
takes only a turn segment to cast, costing him 6 fatigue that, should the spell have failed, he could very well
points to speed cast at ten times speed. He has decided have roasted all of them, as well as himself had the GM
he can afford 12 fatigue points, so he will cast it twice, chosen to make the Fiery Blast explode prematurely.
forming 16 bolts. For each skill level required beyond the ones
On the first cast, he is undisturbed, and eight possessed by the character, the chance of failure
white-hot bolts lance towards the archers, five hit, increases by 20%.
doing 5d4 damage, or 13 points, and one of the archers
drops to the ground, dead.
The other archer, seeing this new danger takes
careful aim at the magi and lets loose an arrow.
N
Description:
This spell causes a sudden, and tremendous
gust of wind to come into being. The gust begins at the
caster and continues forward in a ten-foot wide swath
for 10 feet for each level of skill possessed by the
caster. This gust will fowl small missiles in flight such
as arrows and crossbow bolts. Loose items will be
blown away from the caster, and small objects which
can be picked up and thrown may strike anyone
”downwind” from the caster doing 1d2 points of
damage each. The gust lasts only a few moments, and
then is gone.
Creatures smaller then 1 foot tall, or weighing
less than 10 pounds will be picked up and thrown by
the gust, suffering 1d6 points of damage.
Any non-shielded flame (e.g. a torch) will be
extinguished by this spell.
Health: _______
Fatigue: _______ 0-30 31-50 51-60 61-70 71-80 81-85 86-90 91-95 96-100 101-110 111-120 121-150 151+
0 -1 -2 -3 -4 -5 -6 -8 -10 -15 -20 -30 death
Dodge: _______
Armor Rank: _______ Armor Type: _________ Damage: ___________
Index
A K
Ability Scores.....................................................2 Knowledge..........................................................2
Acknowledgments..............................................v
L
Agility.............................................................2, 6
Leadership...........................................................3
B
M
Beauty.................................................................3
Brawn..............................................................2, 4 magecraft..........................................................99
Manual Dexterity............................................2, 6
C
Mental Attributes..............................................2
Characte..............................................................3
P
Character.............................................................1
Character Race..................................................15 Physical Attributes............................................2
Contents............................................................vii Preface...............................................................iv
D R
Dice.....................................................................x Role Playing Games...........................................x
Dwarves............................................................16
S
E
Social Attributes................................................3
Elves..................................................................15 Socialization.......................................................3
Stamina...............................................................2
H
T
Humans.............................................................15
Thought...............................................................3
I
W
Index................................................................110
Introduction.........................................................x Willpower............................................................3
Wisdom...............................................................3