Dragon Warriors Rules Summary
Character Creation
Step 1: Characteristics
- Roll 3d6 for each of five characteristics: Strength, Reflexes, Intelligence, Psychic Talent, and Looks
- Scores range from 3-18 and never change (except through illness/sorcery)
- Players may discard characters with more than two characteristics below average (9-12)
Step 2: Professions
Seven character professions available (with minimum requirements):
Fighter Classes:
- Knights: No requirements, attack 13/defense 7
- Barbarians: No requirements, attack 14/defense 6
Magic Classes:
- Sorcerers: Intelligence 9+, Psychic Talent 9+, attack 11/defense 5
- Mystics: Psychic Talent 9+, attack 12/defense 6
- Elementalists: Intelligence 9+, Psychic Talent 9+, attack 11/defense 5
- Warlocks: Intelligence 11+, Psychic Talent 9+, attack 12/defense 5
Specialist Classes:
- Assassins: Reflexes 12+, Intelligence 9+, Psychic Talent 9+, attack 13/defense 5
Note: Characters with Psychic Talent 8 or less cannot use magic at all
Step 3: Health Points
- Knights: 1d6+7 HP
- Barbarians: 1d6+9 HP
- Elementalists/Sorcerers: 1d6+4 HP
- Assassins/Mystics/Warlocks: 1d6+5 HP
Step 4-7: Combat & Other Scores
- Attack/Defense: Based on profession, modified by characteristics
- Magical Defense: 3 for fighters, 4 for Mystics/Warlocks, 5 for Elementalists/Sorcerers
- Evasion: Based on profession, modified by Reflexes
- Stealth/Perception: Assassins excel (18/8), others have standard scores (13/5)
Profession Special Abilities
Knights
1st Rank Abilities:
- Track: May attempt to track opponents or prey animals across country
- Armour Expert: Only profession that can wear plate armour without penalties; never suffers attack or defense penalties for wearing armour
- Ride Warhorse: Can ride warhorses (larger, stronger, more spirited than ordinary horses)
8th Rank+ Advanced Abilities (select one per rank):
- Disarm Technique: When opponent rolls 20 to hit (always a miss), roll 3d6; if higher than enemy's rank, disarm and fling weapon 1-6m away
- Expert Parry: Roll d10 for any blow that would hit; on 1-2, catch on shield and negate
- Main Gauche: Fight with two weapons - use off-hand weapon for +2 defense OR strike with both (defense = 0 that round)
- Master Bowman: +1 to Armour Bypass Rolls for arrows; 50% chance to shoot second arrow at end of round
- Quick Draw: Draw weapon and strike immediately (normally takes full round)
- Swordmaster: Critical hit on 1-2 when using swords (double normal chance)
- Weaponskill: +1 to Armour Bypass Rolls with chosen melee weapon (can select multiple times)
Barbarians
1st Rank Abilities:
- Track: May attempt to track opponents or prey animals across country
- Berserk: Add 1 point to attack for each 3 points subtracted from defense for that round
- Ride Warhorse: Can ride warhorses
8th Rank+ Advanced Abilities:
- Bloodrage: Enhanced berserk state triggered when wounded; attack = normal attack + defense score, defense = 0; causes fear in opponents (80% for unranked, 25% for 1st-2nd rank adventurers)
Sorcerers
1st Rank Abilities:
- Spellcasting: Use Magic Points to cast spells
Advanced Abilities:
- Calligraphy (4th Rank+): Create magical scrolls; costs 3-18 crowns for materials, takes 28 days, temporarily suppresses 2 MPs per scroll
- Alchemy (6th Rank+): Prepare potions in laboratory (200 crown setup); different potions available by rank, 28 days preparation time, failure chance decreases with rank
- Artifice (8th Rank+): Create magical items and innovations
- Wands (8th Rank+): Construct magical wands (1-2m staff); takes 3 months + MP investment
Mystics
1st Rank Abilities:
- Spellcasting: Use Psychic Fatigue system instead of Magic Points
- Spell Mastery: Select one spell to be "always on" without fatigue checks
Advanced Abilities:
- Premonition (Sixth Sense): Sense danger in specific object/location within 5m; 35% + 2% per rank success chance; takes 2 rounds concentration
- ESP (Seventh Sense): Detect thoughts within 10m range; 5% + 3% per rank success chance; takes 3 rounds preparation
- Enchantment of Arms and Armour (4th Rank+): Create +1 items (4th), +2 items (6th), +3 items (9th); takes months/years, chance of flawed items decreases with rank
- Adepthood (8th Rank+): Ultimate spiritual mastery; Reflexes and Psychic Talent become 18, doubled healing, immunity to poison/disease/mind control/fear
Elementalists
1st Rank Abilities:
- Spellcasting: Use Magic Points to cast elemental spells; choose primary element + 2 adjacent secondary elements
- Raw Power: Even when unable to cast spells, can channel raw elemental force (Indirect Attack: Speed 10 + MPs, Range 10m per MP, Damage 2d6 per MP)
- Elemental Resistance: +4 to magical defense and evasion vs primary element, +2 vs secondary elements
- Basic Equipment Requirements: Must carry elemental focus item or cast at double MP cost
Equipment by Element:
- Earth: Vine root staff (5 florins)
- Air: Aeolian harp (10 gold crowns)
- Water: Crystal phial of pure spring water (1 gold crown)
- Fire: Volcanic rock amulet (5 florins)
- Darkness: Orb of Darkness (cannot be purchased, only obtained from other Darkness Elementalists)
Warlocks
1st Rank Abilities:
- Spellcasting: Use Magic Points to cast spells
- Weapon Groups: At 3rd rank, specialize in 2 weapon groups; -2 attack with unfamiliar weapons
- Simultaneous Casting: Can cast spells while fighting
8th Rank+ Advanced Abilities (select one per rank):
- Appraise Enemy: Determine Profession and rank by observation (Psychic Talent check)
- Arrow Cutting: Use defense vs missile weapons (except crossbow bolts)
- Fight Blind: Only -2 attack/-4 defense when fighting blind (half normal penalty)
- Unarmed Combat: d6 Armour Bypass, 3 HP damage when fighting unarmed
- Minor Enchantment (Weapons/Armour): Create +1 magical items
- Major Enchantment (Weapons/Armour): Create +2 magical items
- Ride Warhorse: Can ride warhorses
Assassins
1st Rank Abilities:
- Stealth: Exceptional stealth and perception scores (18/8 vs 13/5 for others)
Combat Techniques (select one at 1st, 3rd, 5th, 7th ranks):
- Armour Piercing: +1 to Armour Bypass Rolls with sword, staff, dagger, shortsword, or throwing spike
- Shock Attack: If approaching within 3m unnoticed, automatic surprise + special effects if higher rank than opponent
- Throwing Spikes: Can throw up to 3 spikes per action; (d2+1, 2) damage for Assassins
- Unarmed Combat: d6 Armour Bypass, 3 HP damage when fighting unarmed
Mental Techniques:
- Inner Sense (4th Rank): Sense pits, obstacles, beings, or traps within 1m in darkness (Psychic Talent check)
- Memorize (4th or 8th Rank): 100% recall for last month, decreasing 10% per month to minimum 10%
- Deathvow (12th Rank): Set to kill specific target; +10 attack, +2 Armour Bypass and damage, fight until death (-3 HP)
Meditational Techniques:
- Light Trance (1st): Recover extra 1d8 HP + 20% chance to neutralize poison/disease (1 day)
- Darkness Trance (2nd): Suspended animation up to year and a day (2 hours preparation)
- Water Trance (4th): Mind Cloak effect for 20 minutes (1 hour preparation)
- Earth Trance (6th): Immunity to heat/cold, reduced fire damage to 10 HP, can hold breath 1 hour
- Void Trance (8th): Hidden Target effect for 15 minutes (30 minutes preparation)
- Fire Trance (10th): Swiftness effect for 5 minutes (1 hour preparation)
- Wind Trance (12th): Intangibility with Spell Expiry Roll (1 hour preparation)
Alchemical Techniques:
- Assassin's Lotion: Normal poison for weapons; 5 applications, 150 florins, 3 days
- Smoke Jar: Functions like Vial of Smoke; 100 florins, 2 days, counts as 2 encumbrance
- Flash Pellets: Blind all within 5m for 1 round; 50 florins each, 1 day for 3 pellets
Skills (can exchange techniques for additional skills):
- Climb: Scale walls and surfaces
- Disguise: Alter appearance to avoid recognition
- Pilfer: Pickpocketing and petty theft
- Pick Lock: Open locks (requires lock picks, 50 florins)
- Track: Follow opponents/prey (can select twice for +2 bonus)
Combat Resolution
Basic Combat Procedure
Each 6-second Combat Round follows this sequence:
- Hit Roll: Attacker's attack score - defender's defense score = target number to roll ≤ on 1d20
- Armor Bypass Roll: Roll higher than opponent's Armor Factor using weapon's die type
- Damage Roll: If bypass successful, roll weapon damage dice
Combat Modifiers
- Range: -1 attack per range category beyond Short
- Multiple Opponents: Split defense among all attackers
- Surprise: Surprised opponent has 0 attack, defense, and evasion for first round
- Cover: Various modifiers based on protection level
Magic System
Magic Point System (Sorcerers, Elementalists, Warlocks)
- Daily MPs: 3 × Rank + Psychic Talent modifier
- Spell Costs: Vary by spell level and intensity
- Recovery: Full MPs restored after 8 hours rest
Psychic Fatigue System (Mystics)
- Fatigue Check: After each spell, roll under (15 + Rank) on d20
- Failure: No more spells that day
- Spell Mastery: One selected spell never causes fatigue
Spell Types
- Direct Attack: Magical effects targeting mind/spirit
- Resolution: Magical Attack vs Magical Defense on 2d10
- Examples: Fossilize, Enthrall, Death spells
- Indirect Attack: Physical effects (fire, lightning, etc.)
- Resolution: Spell Speed vs Evasion on 2d10
- Examples: Dragonbreath, Firestorm, Energy Bolt
- Range: Varies by spell
- Duration: Instantaneous, fixed time, or "Spell Expiry Roll applies"
- Extra MPs: Can boost direct-attack spells to overcome defenses
Spell Duration & Expiry
Spell Expiry Rolls (for durational spells):
- Most Casters (Sorcerers, Elementalists, Mystics): Roll 2d6 each round
- 2-11: Spell continues
- 12: Spell expires
- Warlocks: Roll d20 each round
- 1-19: Spell continues
- 20: Spell expires
Out-of-Combat Rolls (per minute instead of per round):
- Most Casters: 75% chance to continue (roll 01-75 on d100)
- Warlocks: 60% chance to continue (roll 01-60 on d100)
Voluntary Termination:
- Sorcerers/Elementalists/Warlocks: Takes 1 Combat Round, recover half MPs spent (rounded down)
- Mystics: Instant, no action required, no MP recovery (since they don't use MPs)
Other Rules:
- Spell Overlap: Can have multiple different durational spells active, but can't "double up" the same spell
- Mystic Spell Mastery: Can select one spell to have "always on" without fatigue checks
- Armor Spell Failure: Sorcerers/Elementalists have miscast chances in armor (10% mail hauberk, 20% mail armor, 30% plate)
- Death/Unconsciousness: Mystic spells expire immediately if caster dies or is knocked out
Stealth and Perception
Basic Mechanics
- Stealth Roll: (Stealth score - target's Perception score) = target number on 2d10
- Environment: Rules assume dim light with shadows (typical dungeon)
- Frequency: Roll only when moving within 15m or hiding within 7m of targets
- Automatic: Roll of 2 always fails to hide, roll of 20 always succeeds
Stealth Modifiers
- Armor Penalties: Mail Hauberk -3, Mail Armor -4, Plate Armor -6
- Movement: Not moving +3, quickly -2
- Distance: Within 3m -5
- Cover: No cover available -5
Perception Modifiers
- Light: Pitch darkness -7, broad daylight +5
- Attention: Asleep -9, looking away -5, listening intently +2
- Noise: Extraneous noise -3 or more
Special Vision Types
- Normal: Best in daylight, -7 in darkness
- Panoptical: No penalties for light conditions
- Darksight: +5 in darkness, -7 in bright light
- Elfsight: -4 in darkness, no penalty in light
- Gloomsight: Best in half-light
Characteristic Effects Table
Strength Effects
- 3-5: -2 Attack, -1 Defense
- 6-8: -1 Attack only
- 9-12: No effect
- 13-15: +1 Attack only
- 16-18: +2 Attack, +1 Defense
Reflexes Effects
- 3-5: -1 Attack, -2 Defense, -2 Evasion, -1 Stealth
- 6-8: -1 Defense, -1 Evasion
- 9-12: No effect
- 13-15: +1 Defense, +1 Evasion
- 16-18: +1 Attack, +2 Defense, +2 Evasion, +1 Stealth
Intelligence Effects
- 3-5: -1 Attack, -1 Defense, -1 Magical Attack, -1 Magical Defense
- 6-8: No effect
- 9-12: No effect
- 13-15: No effect
- 16-18: +1 Attack, +1 Defense, +1 Magical Attack, +1 Magical Defense
Psychic Talent Effects
- 3-5: -2 Magical Defense, -1 Perception
- 6-8: -1 Magical Defense
- 9-12: No effect
- 13-15: +1 Magical Attack, +1 Magical Defense
- 16-18: +2 Magical Attack, +2 Magical Defense, +1 Perception
Note: Characters with Psychic Talent 8 or less cannot use magic
Key Die Mechanics Summary
- d20: Hit rolls, characteristic checks, climbing, general difficulty
- 2d10: Stealth attempts, direct spell resistance, indirect attack evasion, fright attacks
- 3d6: Characteristic generation, Strength poison saves
- 1d6: Shield blocks, various damage rolls
- Variable dice: Armor bypass (depends on weapon), damage