Dragonslayer Quickstart Rules
Dragonslayer Quickstart Rules
Credits
System Design & Writing
Matt Fisher
Cover Art
Khairul Sukmanudin
Interior Art
Cassette Bleue, Dom Critelli, David Ericson, Neil Fontaine, Douglas Hill, “Iobard,” Tithi Luadthong,
Laslo Ludrovan, John Niño, “Warm Tail”
Playtesters
Tony Brors, Mike Cooley, Joe Dent, Jeff Finley, David Hathcock, Corey Hill-Dixon, Bridget Howley,
Jason Hume, Cameron Miller, Jonathan Quigley, Brian Schoppert, Stephen Semeia, Terry Shaffer,
Ben Suddueth, Matt Uhry, Gary Whittington
Character Sheet
Mike Cooley
Special Thanks
Joe Dent, Brandon Fraley, Jason Hume, Stephen Semeia, Your Hobby Place LTD
Published By
Slayer Games
Fredericksburg, VA 22407
United States
Legal
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Contents
Chapter I – Game Basics 3 Major Injuries 55
Quickstart Basics 3
Chapter IX - Magic 57
Common Terms 4
What is Magic? 58
Attributes 5
Casting Goals 59
Class and Element 5
Elemental Core Effects 59
Experience Points and Levels 6
Breath Attacks 60
Dynamic Rolls 6
Chapter X – Social Combat 61
Chapter III - Classes 8 What is Social Combat? 62
Anima 9 Credit 62
Augmentation Slayer 9 Crowd 62
Culler 10 Conducting Social Combat 62
Heartseeker 11 Status Effects 63
Hybrid Slayers 11
Scales 12 Chapter XI - Adventuring 65
Scholar 12 Character Renown 66
Sights 13 Blood Potency 66
Tongues 13 Mutations 68
Resting 69
Chapter IV – Levels & Experience 12
Attribute Values of 0 70
The System 15
Carrying Capacity 71
Spending Experience Points 15
Jump Distances 71
Chapter V - Skills 17 Distance Traveling 71
Skill Values 18
Chapter XII - Equipment 73
Concentrating 18
Currency 74
Modifiers 18
Weaponry 74
Armor and Skill Penalties 19
Armor 76
Specialties 19
Magical Items 78
Skills and Attributes 19
Adventuring Gear 79
Success and Failure 19
Poisons 79
Success at Cost 19
Critical Success 19 Chapter XIII – The World of Dragonslayer 81
Opposed Rolls 19 Chapter XIV – Gods & Goddesses 85
Cooperating 19
Chapter XV - Gamemasters 89
Skill Entries 19
What it Means to be a GM 90
Chapter VI - Abilities 28 Character Deaths 91
Reading Ability Entries 29 Preparing the Game 91
Chapter VII - Spells 35 People of the World 92
Reading Spell Entries 36 Non-Player Characters (NPC) 93
Goals of Rolls 94
Chapter VIII - Combat 42
Feats 95
Combat Basics 43
Rewards 97
Advanced Rules 49
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Quickstart
Basics
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Welcome to the world of Dragonslayer! This is a world Class: One of the nine categories people collectively refer
where fearsome beasts roam the land and the stories of to Dragonslayers as.
the heroic few who take up arms against them. In this
D(#): A (#) sided die. E.g. D10 refers to a ten-sided die.
game you take the role of a Dragonslayer, a human
empowered with the strengths of a dragon. As a Slayer Defense: A number reflecting how hard a character is to
you can pick up a blade and bring destruction with the successfully hit. There are three types of defenses, each
tenacity and strength of a dragon upon your enemies or used in different situations.
perhaps utilize the cunning mind of a dragon to learn the Dice Pool: All the dice to be used for a roll and the
ancient and dark secrets of magic and enlighten the modifiers to be applied.
world. With this quickstart, your friends, and a few dice,
you can traverse a mystical land to unknown ends. Dynamic Roll (DR): The core mechanic of Dragonslayer.
A dynamic roll is made by taking the highest result from a
Dragonslayer is a table-top role-playing game in which dice pool and has a set goal for success.
the players take the role of a single character in a story of
fantasy. These characters were once humans who have Element: One of the primal forces of the world. Each
undergone the magical transformation to become a dragon and Dragonslayer is tied to one of these forces.
Dragonslayer. These “Slayers” are imbued with the Experience Points (XP): A numerical value to represent
powers of dragons to far exceed what normal humans the experiences a character has had.
are capable of. With the characters you design, you and
Gamemaster (GM): The GM is akin to a narrator. They
your friends work together to build epic stories with your
prepare the game’s setting, story, and non-player
Gamemaster (GM). The GM works as a sort of narrator.
characters and run the game for the group. The GM has
They design the framework of the stories including the
final say in the story and rules.
settings, non-player characters (NPC), and events in
which your characters add the heroes to. Goal: A number, set by the GM, that a player must equal
or exceed to be successful in a dynamic roll.
Using these rules, your own imaginations, and the
accompanying one shot adventure, you can embark on a Modifier: A positive number that is added to a
fantastical adventure together. As you take part in this character’s points to build a dice pool or negative
adventure, your characters grow in experience and number subtracted from the roll.
develop their skills. More importantly, your characters
Probability Roll (PR): One of the two types of Dynamic
also gain more character development, creating an in-
Rolls. A PR dice pool is set by circumstances or attribute
depth and enjoyable character.
values.
In this first chapter is the basic information for the
Scene: A small section of the story, at a specific time and
game. How do dice rolls work? What are attributes?
place.
What do the different terms mean? All of these are
answered in brief. Show Stage (SS): The measurement of time in combat.
One SS is equivalent to one second.
Common Terms
Skill: One of 30 talents that are tied to an attribute.
Act: Also known as a ‘session.’ Each game session is one
Act in the greater story of the game. The accompanying Skill Check (SC): One of the two types of Dynamic Rolls. A
adventure, Amaranthine Hunt, is intended to be one act. SC dice pool is built based on the skill’s value.
Attribute: One of the 6 traits of a character that define Vitality: A combination of a character’s ability to turn
their innate talents. what would be a damaging hit into a near miss and luck.
Blood Potency (BP): A representation of how volatile the Wounds: The amount of physical punishment a character
dragon’s blood within the Slayer currently is. can take.
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What is a Dragonslayer? including their innate talents and build. When the change
is complete the transformation has altered the human
Each player controls a Dragonslayer to adventure with.
into what can be placed within one of the nine classes of
But what is a Dragonslayer and where do they come
Dragonslayers.
from?
Anima: This class focuses on the magical talents of
Simply put, a Dragonslayer is a human who has been dragons.
imbued with the powers of a dragon. The character
Augmentation Slayer: A class that focuses on enhancing
becomes tied to one of the Core of Elements (pg. 197),
the Dragonslayers body through transformations.
gaining the potential to wield elemental magic, a gift few
possess. The limits on their body are essentially removed, Culler: This class focuses on weaponry and power to
defeat their foes.
allowing them to continuously grow in strength and
wisdom. Heartseeker: These stealthy Slayers focus on bypassing
armor and making precise strikes.
Attributes
Hybrid Slayer: A class that mixes the physical and
In Dragonslayer the core of a character is determined magical talents of dragons.
by two sets of attributes: Physical and Mental. Each of Scales: This class harnesses the defensive powers of
these sets contains three attributes that describe a dragons to protect.
different aspect of a character’s physical or mental
Scholar: This class focuses on the intellectual powers
aptitude. granted by a dragon’s blood.
The physical attributes determine the capabilities of a Sights: A group blessed with the senses of dragons.
character’s body. These three attributes decide if a
Tongues: Dragons’ tongues use the skill with words and
character is physically capable of performing an action. trance like magics of dragons to influence and control
Agility: This attribute defines the nimbleness of a others.
character. During the change from human to Dragonslayer, a
Stamina: A character’s Stamina measures their physical character is also assigned an element. Like dragons, each
toughness as well as their endurance. Dragonslayer has an element that defines their nature
and the nature of their magic ability.
Strength: The attribute that defines the amount of
physical force a character can generate is Strength. Air: This element is heavily built on speed and hindering
your foes.
The mental attributes determine the base aspects of a
Earth: A solid element used for reinforcing oneself and
character’s mind. These three attributes define the inner pummeling enemies.
strengths of a character.
Fire: The wildest element, Fire is hard to control but very
Charisma: This attribute determines a character’s effective at consuming all in your way.
leadership abilities, personality, and ability to interact Iron: An element with control of the metals of the world.
with others.
Light: This element is built primarily around protecting
Intellect: A character’s Intellect measures their capacity and enhancing yourself and others.
for understanding. Shadow: The element of the dark forces from beyond
Senses: The sharpness of one’s five senses is defined by this world.
this attribute. Water: A balanced element with high defense and
offense.
Class and Element A character always has the ability to learn spells of
A Dragonslayer’s class is determined subconsciously their element.
the moment their transformation from a human begins.
This change enhances everything about the character,
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Experience Points and Levels For more info on Skill Checks see Chapter V: Skills.
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mundane item they need at a given time. This is always has 3000 Gold, they have perhaps changed coins into
limited to within reason and the GM may veto any item. high value coins or have a lot of valuable gems. All costs
This allows the game to stay focused on the exciting in the game are displayed simply as Gold.
parts of the show!
The Heroic Player Characters
Players generally only need to track their armor,
weapons, magic items, and currency. This allows the A lot of the rules in Dragonslayer are designed to
game to keep a faster pace focused on the heroic player highlight the Player Characters and their actions. From
characters. Other items are assumed to be available. the openness of the ability and spell descriptions,
When characters spend time in a town they “Replenish” inventory management, vitality, hero points, even down
and then are assumed to have stocked up on food, to the manner in which fractions are rounded. Many of
supplies, and ammunition. More information on the formulas in the game use fractions from your
Replenishing is available in Chapter XI: Adventuring. character’s information. Anytime a fraction ends in a
non-whole number, round up for PCs and down for
Money & Gold everyone else. The PCs are the main characters of the
show after all!
Currencies in Dragonslayer are kept abstract and
simple to reduce the amount of time spent calculating
and tallying a character’s wealth. A player tracks their
The Show!
character’s wealth through a Gold amount. Gold does As a role-playing game, Dragonslayer is played by a
not necessarily mean gold coins. This can represent group telling a story together. As such, the rules are
whatever the local currency is (bronze, silver, gold coins, written to theme the game like a book, tv show, play, or
etc.), gems and jewels, and other items easily used as movie. Time passes in Show Stages during combat, you
currency. All these together are tracked simply as “Gold.” regain vitality as scenes change, and so on. Visualize your
A character is always assumed to be carrying their character as a character in an epic show and go from
wealth with them in a way that is feasible. If a character there!
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Classes
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A Dragonslayer class is how people refer to the feature or the Modify Spell feature. The Slayer
different kinds of Slayers that have emerged. Different immediately gains the first rank of the chosen feature.
Slayers take to different aspects of a dragon’s power
Modify Spell: Starting at third level, an Anima may alter
more strongly than others. This quickstart shows the
spells they cast through their Modify Spell feature. When
features that the pre-made characters made for
the Slayer casts a spell, they may also announce that the
Amaranthine Hunt have or gain during the adventure.
spell is under any one alteration they have access to.
Anima Accelerated Cast: Spells affected by this alteration cost
A Slayer of the Anima class focuses on the magical one less SS, to a minimum of two, and one more BP. You
capabilities given to them by the transition into a may use this alteration for 0 BP twice per day.
Dragonslayer. They are one of only two classes that gains
access to the spells of other elements.
Augmentation Slayer
Features
An Augmentation Slayer focuses on enhancing
Mind for Magic: Anima may take spells for 25 less XP
themselves to new heights. They control the dragon
than normal. This is a Cost Feature.
parts of themselves better than any other type of Slayers
Table 3:1 Anima Features by Level and use this to excel in any situation. They are the only
Level Features type of Slayer that controls the transformation of
1 Mind for Magic, Dual Elements, Mystic +1 sections of the body into a dragon.
2 Meditate I
3 Mage’s Path (Familiar I/Modify Spell) Features
Enhancer: Augmentation Slayers may take any abilities
Dual Elements: At first level, an Anima may call upon with the “Augmentation” tag for 15 less XP. The attribute
spells from two elements. The first element is always the requirements for these abilities are reduced by one. This
Slayer’s main element. This is the element chosen at is a Cost Feature.
character creation. For all intents and purposes, the
Slayer is forever regarded as of their main element. Table 3:2 Augmentation Slayer Features by Level
Level Features
The Slayer may choose one additional element from 1 Enhancer, Unarmed Proficiency, Sensitive+1
the list of seven elements. The Slayer may now learn 2 Breath, Elemental Strikes
spells with that element’s tag. All requirements must still 3 Core Strikes, Augmentation
be met.
Unarmed Proficiency: At first level an Augmentation
Mystic: Starting at first level, Anima receives a
Slayer may choose to be proficient in an ability with both
competency modifier to any Knowledge SC made
the Fighting Style and Unarmed tags. The character gains
regarding magic.
the next rank of the corresponding ability regardless of
Meditate: With this feature, a Slayer may spend 30 requirements.
minutes to lower their blood potency. Their potency is
Sensitive: The Slayer receives a competency modifier on
decreased by one for every two Anima levels the Slayer
Detection, Perception, and Scent Skill Checks to detect
has.
changes.
The Slayer must remain undisturbed during their
Breath: An Augmentation Slayer receives their breath
meditation. If they are disturbed the meditation bears no
attack at level two.
fruit and they must start over.
A Slayer with this feature may also use their breath
An Anima may meditate once per day at level two.
weapon one additional time per day.
Mage’s Path: At third level an Anima must choose which
Elemental Strikes: At second level the Augmentation
path they wish to follow. Choose either the Familiar
Slayer receives rank one of Elemental Strikes for free.
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Core Strikes: The Slayer can more frequently apply core with. Attacks with weapons of that group, wielded by the
effects to their strikes. A number of times per day equal Culler, receive a +1 modifier to damage dealt.
to half of their Augmentation Slayer level, the Slayer may
Weapon Groups: Maces/Hammers, Spears, Halberds,
use Elemental Strikes for no BP cost.
Crossbows, Bows, Small Throwing, Large Throwing, Short
Augmentation: At third level an Augmentation Slayer Blades, Long Blades, Slashing Blades, Short Axes, Long
may have up to two transformation abilities active at the Axes.
same time. Normally only one transformation ability may
Champion: When a Slayer deals a finishing blow to a
be active at any given moment.
challenging enemy it hardens the resolve of their allies.
All allies within 40 feet receive a morale modifier to all
Bravery rolls equal to the Culler’s Champion feature. This
Culler
modifier lasts for 30 SS or until the Culler is rendered
A Culler focuses on their personal skill and ability with unconscious.
weaponry and armor. Most Cullers rely heavily on the
Battle Mind: The Culler can put themselves into a state
physical attributes and their skills.
of heightened effectiveness in combat. Some Slayers
Features become intensely calm and focused, others seem to gain
impossible reflexes, others still enter a fury and are
Warrior: Cullers may gain abilities with the Fighter tag for
driven by the rage. Each Culler is unique in how they
10 XP less. The Skill Value requirements for these abilities
utilize the Battle Mind.
are reduced by one. This is a Cost Feature.
Activating one’s Battle Mind takes a moment of clear
thought. This costs 2 SS during which the Slayer cannot
defend themselves or move. The cost to activate Battle
Mind is increased by one for every level of fatigue the
Slayer has. If they are interrupted by being moved or
damaged during the activation, they must restart the
preparation process. A Slayer may choose to defend
themselves, thus opting to restart the process. The Slayer
must also regain themselves after deactivating the Battle
Mind. If the Slayer runs out of time to use Battle Mind or
otherwise chooses to deactivate the feature, they are
stunned for 5 SS as they gather themselves.
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Utilizing Battle Mind is incredibly taxing on the Slayer. Sight: Attacks by the Slayer gain Pierce 1. If the enemy is
When the Battle Mind ceases, for any reason, they suffer exposed, this increases to Pierce 2. These Pierce values
one level of fatigue. may stack with other sources.
Heartseeker
While the Heartseekers are named for their method of
Hybrid Slayers
fighting Dragons, those that fall into this class have found
multiple ways to utilize their abilities other than combat. Hybrid Slayers are Slayers who prefer to use all the
Universally acknowledged as the most apt at stealth, the powers they received from their transformation in
Heartseekers are extremely gifted at remaining unison. However, even within the class there is
undetected. considerable variety in how the powers are used. Some
Hybrid Slayers rely more heavily on magic than others,
Features
while some use their enhanced intellects to master arts
Stealthy: They receive a 20 XP discount on abilities with and acquire knowledge, using the spells and strengths of
the Stealth tag. This is a cost feature. a Slayer to aid in this pursuit.
Mark: Once per battle the Slayer may choose the target
of their focus. Their goal then becomes to take down that
foe. They receive a +1 focus modifier to attack, and Table 3:5 Hybrid Slayers Features by Level
severity die rolls against their Mark for the duration of Level Features
the combat. 1 Curiosity, Elemental Weapons
2 Arms Enhancement +5
Allies with a Command SV of five or higher may
3 Developmental Focus
designate an extra Mark for the Slayer. At a cost of three,
the ally may point out a new Mark for the Slayer, whom Elemental Weapons: When this feature is attained the
they then receive the modifiers against. This may only be Slayer immediately acquires Rank 2 of Elemental Strikes
done once per combat, meaning the Slayer, at maximum, for free and regardless of the requirements. This feature
can only ever have two Marks per combat. skips rank one.
Kinesthesia: When the slayer gains this feature they gain Arms Enhancement: Spells the Slayer casts with the
the Sight feature below. Further Kinesthesia options can Arms tag have their SS length increased by five.
be found on page 28 of the Dragonslayer core rulebook.
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Developmental Focus: When the Slayer attains this Scaled: At third level the Slayer receives rank one of the
feature, they gain the Sentry focus below. When a Slayer Dragon’s Scales ability for free.
makes a Skill Check that meets the parameters of their
focus, they may spend 1 BP to increase the result of the
roll by one. The Slayer may wait to see if they are
successful before deciding to spend the BP and may only
use BP to increase the result once per roll.
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possessed a Specialty in the subject with a value equal to Table 3:8 Sights Features by Level
their Forte feature value. Level Features
1 Draconic Senses, Telescopic Vision I
Inspired: An intense zeal overtakes the Slayer when they
2 Detail Tracker +1, Scout
come across a large body of knowledge. After doing so,
3 Telescopic Vision II
the Slayer receives a +1 morale modifier to all rolls for
one hour after. A large body of knowledge could be a
rare animal or plant they are able to study, an unusually Tongues
well stocked library, a person with first-hand knowledge
Tongues are Slayers that focus on the political and
of a subject that is exceedingly rare, etc.
social capabilities of Dragonslayers. Using their enhanced
Teacher: Allies travelling with the Slayer may spend 10 charm and intellect they sway others and confuse their
less XP when taking a Specialty or Ability that the Slayer enemies. Using their magic and the power of a Dragon’s
possesses. This feature may only reduce the cost when voice they can mesmerize others into doing their bidding.
purchasing an ability rank lower than the Scholar’s. Not all Slayers are outwardly threatening, but all make
dangerous opponents.
Features
Sights
Linguist: Once per act, if the Slayer is exposed to a higher
Sights find employ as scouts, spies, or guides. Many
level of language use than they can currently match, they
are sought out by other Slayers for their impressive skills
have a chance of learning more of the language.
in the wild or ability to spot enemies long before they
themselves are detected. At the end of an act, a Slayer with this feature may
choose a single language they are not a native speaker in
Features
that they were exposed to in the session. If the Slayer
Draconic Senses: The Slayer may increase the Detection was exposed to language more complicated than their
and Perception skills for 25 XP less. This is a cost feature. ability to speak, they may attempt a Dynamic Roll. This
DR roll has a target of eight. If the roll is successful, the
Telescopic Vision: Sights receive rank one of the
Slayer gains one rank of the Language ability for that
Telescopic Vision ability at first level. The Slayer receives
language.
rank two at level three.
Socialite: The Slayer may learn abilities with the Social
Detail Tracker: When making a Wilds SC to track, the
tag for 20 less XP than normal. This is a cost feature.
Slayer receives a competency modifier equal to their
Detail Tracker feature. Observant: When a character attempts to use Deception
to hide communication from the Slayer, they receive a
Scout: The Slayer may choose an ability that has both the
competency modifier equal to this feature’s current
Fighting Style and Ranged tags or has the Perception tag
value to Detection and/or Perception to detect the
to receive one rank of for free.
communication.
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Levels &
Experience
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One of the most exciting aspects of a role-playing A character gains a level every 1,000 experience they
game for players is gaining experience and levels and accumulate. They begin play at level one with 0
deciding how to develop their character. This chapter experience.
explains the process Dragonslayer uses to choose
By gaining levels a character unlocks different features
developments for your character.
of their class. This represents them reaching a level
where they can better utilize the draconic powers
For the accompanying adventure, Amaranthine Hunt,
bestowed upon them.
the players are told what they use their experience on.
However, you can use the following rules to decide for All characters receive their breath attack at level three.
yourself or to further adventure in Dragonslayer.
Spending Experience Points
The System
Experience Points aren’t just for progressing a
Dragonslayer uses a hybrid system for character character’s level. As a character receives XP they may
development. Each character has a level that gives a spend it to increase skills, gain new ranks of spells and
general idea of how advanced the character is and marks abilities, increase attributes, gain more wounds, and
how far they have progressed within their class or more.
classes. However, classes aren’t the only way characters
Any time a character takes a long rest the player may
advance. Each experience point a character receives may
spend XP. The spent XP is added to their Spent XP section
be spent to acquire new advancements. By using this
of their character sheet.
system characters can advance more regularly and by
choosing exactly what they want to improve, while it also
lets characters keep the benefits of the level system. This
allows for huge variation of character design, even within
the same class and element combination.
Gaining Experience
Characters gain experience by taking part in
adventures. By defeating enemies, exploring, solving
mysteries, and completing quests characters can acquire
experience points. Experience points are kept track of on
the character’s character sheet.
Gaining Levels
Each time a character increases their level they must
choose one class to gain a level in. This level may be in
their current class, or the player may choose to branch
out into another class.
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Table 4:1 Experience Point Costs
Item XP Cost Item XP Cost
Ability Rank 350 Spell Rank 350
Attribute Attribute*250 Vitality 40
Blood Potency 125 Wound 350
Skill SV*100
current SV multiplied by 100. By spending this amount of
XP, the player may increase their character’s skill by one.
Costs by Type
Spell Rank: Characters can acquire the next rank of a
Each item that may be increased or gained by
spell by spending 350 XP. If you have a spell already you
spending XP has an XP cost. Some have static costs while
may purchase the next rank. If you have no ranks of the
others’ costs depend on the current value.
desired spell, then the rank purchased is rank one. You
Ability Rank: Characters may acquire the next rank of an must always purchase spell ranks in order.
ability by spending 350 XP. If you have an ability already
Vitality: Increasing a character’s vitality by one point
you may purchase the next rank. If you have no ranks of
costs 40 XP. A character cannot increase vitality higher
the desired ability, then the rank purchased is rank one.
than 20 + (4 x Stamina) + Character Level.
You must always purchase ability ranks in order.
Wound: You may increase a character’s wounds by one
Attribute: Increasing attributes is difficult. To represent
for 350 XP.
this the XP cost of doing so is high. To determine the cost
of increasing an attribute, multiply the current attribute
value by 250. By spending this amount of XP, the player
may increase their character’s Attribute by one. The
highest an Attribute may be increased to is 10.
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Skills
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Each of the six Attributes has a set of five skills concentration bonus represents a character slowing
associated with them. This gives a total of 15 mental down, concentrating, and leaving less to chance.
skills and 15 physical skills. Each of these skills Determining how to build your die pool is another way
determines how talented a character is in a given you can customize your character and how they interact
subject. The higher the value of the skill, the more with the Show!
competent the character is.
A character with only one point may only spend their
point to add a single D6 to their pool.
How Skills Are Used
Concentrating
Skill Checks are conducted when some knowledge or
experience is required for a successful action. These When a character makes a skill check they may choose
checks always relate to a specific skill and use the Skill to spend points to add to the die roll result, aka
Value of that skill as a deciding factor of whether the DR concentrating. When concentrating, a player may choose
is successful or not. to spend up to half of their points. Each point spent adds
one to the roll result.
The GM assigns a goal for each Skill Check. The more
difficult the attempted action is, the higher the goal is. Sometimes concentrating is impossible due to the
The GM does not have to state the goal prior to the roll nature of the skill check or the situation the character
being conducted. The player first builds their dice pool finds themselves in. Whatever the cause, be aware the
using their Skill Value and modifiers. Afterwards, they roll GM may always rule that a character cannot use
the dice in their pool and select the highest rolling die. concentration to improve their roll or perhaps first
This die result plus any concentration modifiers is the require a Bravery or Fight SC to do so.
result of the Skill Check.
Modifiers
Skill Values Modifiers affect a Skill Check either positively or
negatively. Some suggested modifiers can be found in
Skills are measured by a Skill Value (SV). Characters
the skill entries below while others are decided upon by
have a maximum value for skills equal to the related
the GM. Other times a character’s features or abilities
Attribute’s value + three.
apply modifiers to the skill check.
Dice Pools Each modifier has a type associated with it. Some
When making a Skill Check (SC) a character builds a example types are morale, competency, focus,
dice pool by spending their SV and modifiers. Each time situational, and support. A Dynamic Roll may only be
you make a SC, you receive a number of points to build modified by one of each type of modifier positively. In
your dice pool by adding your Skill Value and any times in which more than one modifier is present, the
modifiers together. You spend these points to create largest modifier is counted.
your dice pool. For example, a character with a SV of four Situational modifiers are exempt from this rule. These
and a +2 morale modifier on the action has six points to modifiers are based on the entire situation in which the
build their dice pool with. character and the action are taking place. These effects
By spending two points a player may add one d10 to can stack upon themselves.
their dice pool. Spending one point gives a +1
concentration bonus to your dice pool. This is added to
Negative Modifiers
the highest die you roll. Both options are repeatable. Negative modifiers do not affect the building of a dice
These options represent characters approaching the pool like positive modifiers do. Instead, once you have
action in different ways. Adding dice to your pool is the result of a dynamic roll you must subtract all negative
reflective of your character relying on passive skill, modifiers from the result. The result left after subtracting
muscle memory, etc. to be successful. Adding a negative modifiers is the final result of your Skill Check.
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Armor and Skill Penalties at cost the GM decides a negative to go along with the
success.
Skill penalties are applied to all skills that are marked
with an asterisk next to their name. Any Skill Check made Game Masters may choose anything to be the ‘at
with that skill receives a negative modifier equal to the cost,’ though it should fit the action. These are great
character’s skill penalty. The difference between a piece opportunities for the Show to become more cinematic.
of armor’s skill value and the wearer’s Armor Use SV
adds to the character’s skill penalty. A skill penalty counts Critical Success
as a negative modifier on the Skill Check. For each die that rolls a natural 10, roll another die. If
Specialties any of the dice on this confirmation roll is a 9 or 10 a
critical success is achieved. For attack rolls this usually
Specialties are much smaller in scope than regular results in a critical strike (see Chapter VIII: Combat), for
skills. They represent areas of expertise within the skill’s all other actions the GM decides on an exceptional result
broader range. Specialties should involve a single type of for the action.
action, target, or situation. When you choose a specialty
make sure to check with your GM if they approve of it. A character only achieves a critical success if their skill
check result would hit the goal set by the GM. If your roll
There are limits to how specialized a character can would be a critical success but the result of the SC did not
become. A character may have any number of hit the goal, then the action is instead a regular success,
specialties, but specialties always count as one and despite not hitting the goal.
cannot be increased. The only exception to this rule is
specialties of the Knowledge Skill. Opposed Rolls
Skills and Attributes In an opposed roll two or more characters make skill
When performing a skill check each die’s result that is checks and compare their results. The highest result wins
lower than half of the corresponding attribute’s value is the opposed roll and is successful. In cases of a tie the
instead counted as having rolled half of that value. instigator of the roll is considered to succeed at cost.
19
After the description of the skill is a Cost. This cost required the character is Frightened and must attempt to
shows how long the use of the skill takes. The cost is get out of their situation. Frightened characters are not
measured in Show Stages (SS). Each SS is one second, so hysterical and can still think logically in their attempt to
if a skill has a cost of eight it increases a character’s SS in leave. Frightened characters also suffer a -2 modifier to
combat by eight. Outside of combat that skill simply all dynamic rolls and parry & dodge defenses. If a
takes eight seconds to complete. character misses a Bravery goal by more than four, they
are Terrified and lose control of themselves. This can be
represented by them curling into a ball, freezing, fleeing
Armor Use
madly, etc. as described by the GM based on the
Stamina
situation.
Use: Each set of armor has a Skill Value associated
with it. The difference between a character’s Armor Use A character who has failed a Bravery check may make
Skill Value and the Skill Value of the armor they are another check after 15 SS have passed. Characters can, at
wearing becomes their Skill Penalty. best, improve one stage from these new tests.
When donning armor, a character may make a roll Likewise, characters’ conditions can deteriorate. As a
using Armor Use with a goal of four + the Skill Value of situation drags on, they may become less and less able to
the armor. If the roll is successful, the time taken to don cope with their fear. When retesting a Bravery SC if the
the armor is reduced by ¼. If the result of the roll is three character fails by more than the previous roll, they may
higher than the goal the time is reduced by a further ¼. become Frightened or Terrified. As with improving
Failing this skill check increases the time required to don conditions, unless there is a change in situation, the
the armor by ¼. You may not retry to don armor quickly. character may only fall by one condition.
Athletics* Charm
Strength Charisma
Use: When required to perform a taxing or difficult Use: When a character wishes to attempt to sway
physical action, characters rely on their Athletic skill. another to their way of thinking or manipulate another
character, they make a Charm Skill Check.
Most Athletics rolls have a goal based on how difficult
the attempted action is. Each situation is judged by the The GM decides upon a goal based on the objective of
GM and assigned a difficulty which then decides the goal. the Charm roll. Leverage, relationship, previous and
current actions, are all taken into consideration as
Cost: Varies
situational modifiers.
20
Table 5:3 Charm Modifiers Command
Circumstance Modifier Charisma
Friendly +2 Use: In a combat situation a character may use a
Furious -4
Command check to attempt to rally their allies. The goal
Helpful +4
for this check is seven. On a successful use of Command
Hostile -3
all allies who are within 10 zones of the character may
In Debt to -2
Leverage +* immediately make a Bravery check with a +1 morale
Owes a Favor +4 modifier to the roll every four in the Command check
Request, Small +2 result (Result/4).
Request, Large -2
The Command skill may also be used to order the
Request, Huge -4
actions of your comrades. This use of Command may
Unfriendly -2
*- GM decides modifier based on the leverage. only be used after successfully passing a Tactics Skill
Check.
Charm is also one of the primary Skills used in social
For 10 SS after passing a Tactics Skill Check a character
combat.
may use the Command skill to attempt and provide
Cost: 8 bonuses to their allies. The commanding character makes
a Command SC with a goal of seven. A successful check
provides a competency modifier equal to the check result
divided by five on all rolls made in, or defenses involved
in, completing the action. The target ally must be within
10 zones of the commanding character. These modifiers
last for 20 SS.
21
Lead: 3 emotion, the relationship between character and target,
Compel: 8 and any other situational modifiers. Matching the goal
allows a character to see if their target is hiding their true
Deception feelings. Succeeding by two or more allows a character to
Charisma see some of the target’s true emotions. If a character
Use: When attempting to deceive a person or group a surpasses the goal by four or more, they can tell the
character must make a Deception SC. This is an opposed target’s true emotions and where they are directed.
Skill Check and is opposed by the Empathy skill of any Table 5:5 Empathy Roll Results
characters present. If a character’s Deception check
Roll Result Result
result equals or exceeds the Empathy check result, that Less than (<goal) Believes the apparent
target believes the ruse. If the Empathy check is higher emotion.
the character sees through the deception. Equal to (=goal) Can see they are concealing
feelings.
A character may also use the Deception skill to use
2 Higher (goal+2) Can identify some of their
hidden communication. A player must declare the true feelings.
manner in which they are attempting to mask their 4 Higher (goal+4) Can identify true feelings and
communication before making a Skill Check. The result of where they are directed.
the SC is opposed by a Detection or Perception SC of
those the character is attempting to hide the Cost: Reactionary
communication from. Read a Person: 10 (first attempt), 2 hours (each
attempt after 1st)
Cost: Deceive: Varies
Send Signals: Varies Endurance*
Stamina
Detection
Use: When attempting to fight off the effects of
Senses fatigue a character must make an Endurance Skill Check.
Use: When attempting to hear something specific the Passing the SC stops fatigue effects from progressing.
GM sets a goal based on the situation. A SC is made with
a successful check resulting in hearing some or all the When traveling long distances, a character must test
intended sounds. for fatigue each hour. The goal for these tests starts at
four and increases by one each consecutive test. Each
Cost: Reactionary or Varied time a character fails a roll they receive one level of
fatigue. Characters jogging must check every minute and
Empathy characters running check every 15 seconds.
Senses
Endurance rolls are also required during combat. Every
Use: When a character believes another character is
30 SS of a combat the combatants must make an
lying or otherwise hiding something they may make an
Endurance roll. The goal for these rolls starts at four and
Empathy check. This check is opposed by the target’s
increases by one each time. Failing one of these rolls
Deception check. If the Deception check result equals or
inflicts a level of fatigue on the character. Failing by three
exceeds the Empathy check result, then the deception is
or more inflicts an additional fatigue!
believed or the character cannot tell they are hiding
something. A character may make one Empathy check to Cost: -
detect deception a scene per deception.
Fight
Empathy may also be used to see through to a
character’s true feelings or emotions. With a successful Stamina
Empathy check a character may be able to tell what Use: Fight is a unique skill as it is both physical and
someone is feeling without them speaking. The goal for mental. A character’s ability to keep going when beaten
this is set by the GM and is based upon the target, the
22
is not only a measure of how tough their body is but also Table 5:7 Larceny Modifiers
their willpower. Circumstance Modifier
Distracted* -2
As a character’s ability to push on through difficulty,
Low Light, Moderate +1
Fight is also the skill used when testing resistance against
Low Light, Dark +3
environmental difficulties such as extreme heat or cold. Moving Target -3
For more details on Fight see Chapter VIII: Combat and On a Person -4
Chapter X: Social Combat. Size -**
*This affects the opposed Perception/Detection roll
** The modifier is equal to the size of the target object
Cost: Reactionary
Table 5:8 Suggested Larceny Goals
Knowledge
Action Goal
Intellect Steal a visible item 6
Use: Knowledge skill checks come when a player Remove a trapped item 8
wishes to see what their character knows about a given Steal a fastened item 10
subject. The player makes the SC and the GM informs
them what, if anything, the character knows. The higher Medicine
the result of a roll the more the character knows. Intellect
Use: Characters can attempt to bind a target’s wounds
Specialties work differently with Knowledge. A
with a Medicine Skill Check. The character must choose a
character may have any number of Knowledge specialties
hit location on the target to bind. The goal for the check
and the value of these specialties is not limited.
depends on the Wounds Value of the target character’s
Cost: - hit location. To make a successful Medicine Skill Check
Larceny* the roll result must be equal to or higher than the
target’s current Wounds missing from the hit location. If
Agility
not using the optional rule to track Wounds by location
Use: When attempting to take an item without others
the goal is instead the total Wounds taken minus two,
noticing you must make a Larceny roll opposed by each
minimum three.
nearby character’s Perception or Detection, decided by
the GM. Each character whose Perception/Detection roll Successful attempts to bind a wound stop the bleeding
is equal to or lower than your Larceny roll fails to notice from that wound. To represent this, subtract one from
the taking of the item. the target character’s bleed value. A failed roll has no
penalties, and the character may try again as normal. If a
Larceny can also be used to retrieve an item quickly
character succeeds on a binding attempt by three or
and swiftly. This can be used to take an item off an
more, they may remove an additional bleed.
opponent or to retrieve an item protected by traps
without setting them off. These rolls are unopposed and Characters with Medicine may attempt to apply
have goals varying depending on the circumstances. stitches to a character’s wounds if they have the tools.
The goal for this is equal to the target’s Bleed value +5. A
Larceny’s final use is to pick locks. With the proper
successful check removes D6 from the target’s Bleed
tools a character may attempt to open a lock without the
value. Failing forces the character to remove the stitches
key. This requires a SC with a goal set by the quality of
(cost eight) before trying again.
the lock.
The target of a Medicine SC may not move for the
Cost: Pick Lock: 12
duration of the action. If they move or perform an action,
Pick Pocket: 4
other than speaking, add half of the Cost of their action
Steal: 3
to the Show Stage of the character performing Medicine.
23
as the target’s Bleed value is greater than 0. If a
character’s Bleed value is reduced to 0 from the use of
the Medicine skill, they recover an additional Wound at
their next long rest.
Cost: Tumbling: 1
Perception
Senses
Use: Perception checks are made in opposition to a
character’s Stealth check. A Perception check result that
is higher than the Stealth check result means the
character has spotted something.
24
The Perception skill may also be used to search for Table 5:11 Scent Goals and Modifiers
hidden objects. The GM sets a goal for each object. Action Goal
Matching or exceeding the goal with a Perception SC Detect Scent 4
means a character has spotted or found that object. Identify Scent 5
Detect Origin Direction 6
Cost: Varies for searching Distance +*
Downwind -1
Ranged- Projectile Multiple Scents In Air +2
Agility Potency, Very low +2
Use: A character relies on this skill when making a Potency, Low +1
ranged attack with a projectile weapon. More Potency, High -1
Potency, Very High -2
information on ranged attacks can be found in Chapter
Upwind +1
VIII: Combat.
25
them and/or another group. When characters or groups Is the target’s (defense) within one of #?
interact with members of a group all their social Is the target’s (skill) value higher or lower than mine?
interactions are given situational modifiers based on the What percentage of wounds does the target have left
how the group feels about them. (within 25%)?
Characters may also attempt to use their skills to Cost: Survey Battle: 3
spread the Renown of a character or group or to smear Study Foe: 4
the name of another. The goal for this check is equal to
Special: Tactics doubles as a Knowledge specialty for
the target’s Renown + 3. If successful, the target’s
battles and warfare. Characters are considered to have a
Renown is increased or decreased by one.
Specialty in Knowledge (Warfare) for every three SV in
When characters wish to see what information they this skill.
can gather from a group a Socialize Skill Check is made.
Unarmed
This use of the skill has no goal. Instead, the higher the
check result is the more information the character Strength
gathers. For every four in the result the character gathers Use: A character relies on this skill when making an
some piece of useful information. attack without a weapon. It can also determine your
parry defense when not wielding weapons. More
Cost: Alter Feelings: D4+1 hours information on making attacks can be found in Chapter
Spread Renown: D4+1 hours per day for 3 days VIII: Combat.
Gather Information: D4-1 hours, min. 1
Cost: Normal Attack: 5
Stealth* Strike: 2
Agility
Vigor
Use: When a character attempts to remain undetected
whether moving or not a Stealth roll is required. Stealth Stamina
rolls are opposed by Perception or Detection rolls made Use: A character’s Vigor value is the primary value
by those you hope to avoid detection by. used in determining Wound recovery as described in
Chapter VIII: Combat. For Dragonslayers, Vigor also aids
Characters moving while using the Stealth skill move in the natural ceasing of bleeding from wounds and
at Speed 1. Moving at faster speeds imposes negatives to resisting poisons.
the roll.
Cost: -
Cost: as movement
Wilds
Tactics Senses
Intellect Use: When attempting to provide shelter and
Use: A character may make a Tactics roll to gain insight sustenance for one or more characters, a character may
on an ongoing conflict. make a Wilds SC. The higher the check result the more
characters one can provide for. Each success provides for
A character’s success from a Tactics check lasts 15 SS,
one day. Table 5:14 shows the check results and their
after which time they need to pass another check to
effects.
benefit from Tactics.
26
Table 5:14 Scavenging Goals & Effects Cost: Scavenging: D4 hours
Check Result Effect Read Tracks: 8
5 You find enough sustenance and Calm Animal: 8
shelter for 1 person.
8 You find sustenance and shelter Table 5:15 Tracking Goals and Goal Modifiers
enough for 3 people. Circumstance Goal
10 You find sustenance and shelter Very Soft Ground 3
enough for 5 people. You also Soft Ground 6
receive a +1 competency modifier Solid Ground 9
on any rolls to resist effects of the Hard Ground 12
land. Every size difference between +/-1
12 You find sustenance and shelter tracked and tracker
enough for 10 people. You also Every day since the tracks were +1
receive a +1 competency modifier made
on any rolls to resist effects of the Every 4 targets tracked -1
land. Overlaying tracks +3
15 You find sustenance and shelter Poor Visibility +2
enough for 15 people. You also Precipitation +2
receive a +2 competency modifier Vehicle -2
on any rolls to resist effects of the
land. Special: The Wilds skill doubles as a Specialty for the
Knowledge skill. Characters are considered to have a
Characters may also use Wilds to tell directions. When
Specialty in Knowledge (Nature) for every three SV in this
making a SC for this the goal is five.
skill.
When attempting to follow or read tracks a character
must make a Wilds SC. Use Table 5:15 to determine the
goal when following tracks.
27
Abilities
28
Control the power of the elements. Morph a hand into the different ranks are separated by a forward slash (/). If
a dragon’s claw. Overwhelm an enemy with a hail of a rank has no requirements other than the previous rank
blows. These and more are powers that Slayers may of the same ability the lack of requirements is denoted
master and are represented in a character as abilities. with a dash (-). Some abilities have “or” requirements.
When a rank of an ability has an “or” requirement you
An ability is a special trait a character has or action
may gain the rank if you meet either of the requirements
that they can perform. Each ability has a number of ranks
immediately before or after the “or.”
between three and five to represent varying degrees of
mastery. Characters may acquire ranks of abilities as they All ranks of an ability have the previous rank as a
progress by meeting the requirements and spending XP. requirement.
Each time a character purchases an ability they receive
the next lowest rank of that ability. A character may Description
never skip a rank of an ability when purchasing. The meat of an ability listing, the description goes into
detail as to what the ability represents and how it affects
Reading Ability Entries gameplay. If an ability description allows a character to
Each ability listed follows a format for ease of reading. perform an action or interact with the game in a way not
The format makes it easy to see the number of ranks in normally allowed by the rules the ability takes
an ability, the requirements to take the ability, and what precedence, allowing the character to perform actions as
each ability grants a character. per the ability’s description.
29
Assistant successful you may use this ability one more time. You
may choose to forgo the Charm SC and spend 1 BP
Tags: Aid instead.
Requirements: None
Some Slayers are adept at helping their comrades in a Careful Shot
secondary role.
Rank 1: While cooperating you grant your ally a reroll. Tags: Fighter, Ranged
You may grant this once every 30 SS. Requirements: Ranged- Projectile or Thrown 3, Senses
3/Fight 3
Beguiler With a level head and keen eyes, a Slayer can make
ranged attacks into melees and while engaged.
Tags: Social Rank 1: Reduce the penalty for making a ranged attack
Requirements: Charm 2, Empathy 4 at an engaged target and for making a ranged attack
By reading the reactions of others, the Slayer while engaged by one.
manipulates their interactions with them. Rank 2: Reduce the penalty for making a ranged attack
Rank 1: Once you pass an Empathy SC you receive a +1 at an engaged target and for making a ranged attack
competency modifier on Charm SCs made against the while engaged by a further one.
character. This lasts for the rest of the scene.
You may reroll one Empathy SC per act. May not be Claws
used in high stress situations such as battle.
Tags: Augmentation, Transformation, Unarmed
Bladed Defense Requirements: -
A Slayer can use their dragon heritage to augment the
Tags: Defense, Fighter strength in their fists and even temporarily grow claws.
Requirements: Agility 3, Melee 1H or 2H 3/Melee 1H or Rank 1: Your unarmed attacks gain Pierce 1 and may
2H 5 deal wounds damage normally.
Some Slayers focus on using their weapons for
protection rather than offense, allowing them to have Combat Casting
highly honed defenses.
Rank 1: You may reduce the overwhelming penalties Tags: Magic
to your parry defense by one. Requirements: Charm or Combat Magic 3, Senses
Rank 2: Each time an attack misses your parry defense 2/Senses 3, Fight 3
by three or more you may move the attacker one zone. With a level head and keen eyes, a Slayer can cast
This can create openings for other characters. This ability spells into melees and while engaged.
does not work on Size 5 or larger characters. You may Rank 1: Reduce the penalty for casting a spell at an
spend 1 BP to use this effect on creatures up to Size 7. engaged target and for casting a spell while engaged by
one.
Captivate Rank 2: Reduce the penalty for casting a spell at an
engaged target and for casting a spell while engaged by a
Tags: Social further one.
Requirements: Charisma 3
Whether rabble rousing or delivering an impassioned Deft Dodger
speech to a congress, the Slayer is adept at captivating
the attention of their audience. Tags: Defense, Fighter, Stealth
Rank 1: Once per Social Combat you may reduce a Requirements: Agility 3, Mobility 3
change to the crowd by one. After your first time doing Some Slayers are particularly talented in the art of
so in a combat make a Charm SC with a goal of nine. If avoiding attacks.
30
Rank 1: You may reduce overwhelming penalties to Feral Style
your dodge defense by one.
Tags: Fighting Style, Unarmed
Dragon’s Scales Requirements: -/Unarmed 3
This fighting style taps into the inner beast of the
Tags: Augmentation, Defense, Transformation warrior and unleashes it upon their enemies.
Requirements: Stamina 4 Rank 1: You may deal wounds damage with unarmed
Slayers can learn to harden their skin to better defend attacks normally. You may increase the cost of your
themselves. Some can even temporarily grow scales over melee unarmed normal attacks by one to receive +2
their skin. damage.
Rank 1: As a free action, you may spend 1 BP to Rank 2: While unarmed you receive a +1 frenzy
harden your skin, receiving a +1 to your armor on all hit modifier to all melee attack rolls and a -1 modifier to
locations for 20 SS. your parry defense.
Twice per combat you may reduce the cost of any
Dual Wielding Style Unarmed normal attack by one, to a minimum of three.
After using this ability twice, you may use it again by
Tags: Fighter, Fighting Style, One-handed spending 1 BP.
Requirements: Melee 1-H 3/Agility 3
A fighting style where the character uses two single Hardy
handed weapons. You must be dual wielding to use the
effects of this ability. Tags: Recovery, Travel
Rank 1: Twice per combat when you make a melee Requirements: Endurance 3, Stamina 2
normal attack, you may roll the attack twice and choose The Slayer’s body is well trained to resist strenuous
which roll to use. Each roll has all the same modifiers, exercise.
including Concentrating. You must choose to use this Rank 1: When travelling long distances, if you succeed
ability before rolling. You may spend 1 BP to use this on the Endurance SC by two or more it counts as a
ability one more time. success for the next roll as well.
Rank 2: You may receive a +1 to your parry defense
while wielding two weapons, if you do, every difference Language
of one in weapon mass gives your defense a -1 instead.
You may force an opponent to reroll a melee attack Tags: Knowledge, Social
targeting you once per combat. The opponent may not Requirements: -/-/-/-
use a reroll effect on this roll. Characters can learn other languages through study
and practice.
Elemental Strikes A character may take this ability multiple times. Each
time they must choose a different language. Reduce the
Tags: Elemental cost of this ability by 50 for every point of Intellect you
Requirements: -/Intellect 3 or level 4 have to a minimum of 50.
A Slayer may activate the core effect of his element Rank 1: You have basic language skills with the chosen
and apply it to their attacks. language.
Rank 1: By spending 1 BP you may activate your core Rank 2: You have intermediate level language skills
effect, applying it to all unarmed normal attacks for the with the chosen language.
next 20 SS. This is a free action. Rank 3: You have advanced to near fluent language
Rank 2: The core effect now applies to melee normal skills in the chosen language.
attacks as well. Unarmed attacks made while this ability Rank 4: You now have native-like fluency in the chosen
is active gain +1 damage. language.
31
Ranger Style
32
you take Rank 1 of this ability you must choose a skill. Rank 1: When making a melee attack while wielding a
This ability then affects that skill. You may take multiple two-handed weapon you may reduce your parry defense
of the same rank of this ability, each with a different skill by one for the duration of the attack to receive a +2
and requiring the previous rank with that skill. damage modifier for this attack.
Rank 1: The minimum result for a die in a SC with the Rank 2: When making a melee attack while wielding a
selected skill is increased by one. I.e. if a skill associated two-handed weapon you receive a +1 focus modifier on
with an attribute valued at four has this rank, the your attack and damage rolls if you have made at least
minimum on a roll is now three (attribute 4/2 + 1). one attack against the same target within 5 SS.
33
34
Spells
35
Through knowledge and the use of their dragon blood, more difficult the spell is to cast. The casting goal
Slayers can call upon the Core of Elements in the form of functions as a goal for the Skill Check for Charm or
effects known as spells. Spells are the manifestation of Combat magic. More information on casting goals can be
the Core of Elements power within the mortal realm. found in Chapter IX: Magic.
Every Slayer has the capacity to use spells of their
Spells show casting goals in the following format:
element, so long as they have the knowledge of how to
#/#/#. These numbers are the casting goals for the first
call and wield the effect.
rank, then second, then third, and so on.
The casting goal of a spell represents the difficulty of Examples: wide arm movements, bending or twisting the
successfully casting the spell. The higher the number, the body, kicking.
36
Move, Small (MS): The spell requires its caster make a spell, increase their personal SS by the cost of the spell.
movement of some kind to successfully complete. The The spell is completed when the SS matches their
movement is very small and can even go unnoticed by personal SS.
those around.
Blood Potency (BP)
When casting a spell with this precondition the
character may make a Deception SC to have their The BP cost of a spell measures how much a character
movement go unnoticed. must draw upon their dragon blood to successfully cast
the spell. By drawing on the dragon blood inside them a
Examples: hand wave, rolling fingers, looking in specific
character increases their Blood Potency. As a character
directions.
finishes casting a spell, increase their BP by the amount
Speech, Loud (SL): The character must speak a specific listed.
set of words loudly to call forth the power of the spell.
Some spells have multiple numbers listed in this
During the casting of a spell with this precondition, a format: #/#/#. In these cases, the different ranks of the
character must be shouting the words or chants needed same spell can have different BP costs. The first number
to call the spell. represents the BP cost of the first rank of the spell and
the numbers increase with the ranks.
Examples: any chant or string of words spoken at loud
volumes.
Range
Speech, Normal (SN): To cast the spell the character
The range of a spell works just like the range of ranged
must chant a specific set of words in order.
weapons. Every range band after the first gives
While casting a spell with this precondition the increasingly larger negative modifiers. Spells with higher
character must be able to speak the words properly. A range values are easier to cast at a distance.
character may make a Deception SC to hide their
Some spells have multiple numbers listed in this
chanting.
format: #/#/#. In these cases, the different ranks of the
Examples: repeating chants, strings of power words. same spell can have different ranges. The first number
Still (ST): The character must remain completely still represents the range of the first rank of the spell and the
while casting the spell. Movement can disrupt and cancel numbers increase with the ranks.
the spell.
Cost
A spell’s cost works exactly like the cost of any other
action. When a character announces they are casting the
37
The message may now be up to 20 seconds long. You
may now send the message to up to three targets.
Rank 4: You may now send a message up to 30
seconds in length. You may send the message to up to
four targets. You may change the voice of the ‘recording’
to a voice you have heard within the last 24 hours.
Mastery: You may instead send sounds of a creature
you have heard within the last 24 hours or music you
have heard within the last week.
Wind Blast
Carry Sounds
Tags: Charm, Duration, Earth, Self
Requirements: Earth Element Slayer
Tags: Air, Charm
Casting Goal: 1
Requirements: Charm Magic 2/Charm Magic 3
Preconditions: MS
Casting Goal: 4/4
Cost: 3
Preconditions: SN
BP: 0
Cost: 3
Range: -
BP: 1
The caster consumes earth to enhance their abilities.
Range: 15/30
Rank 1: You may consume soil, rocks, or trees to incur
The caster carries sounds or words through the air to
benefits. You may not consume earth that you created or
another place or creature.
summoned. After consuming one of these you regain d6
Rank 1: You may send a message or sound up to five
vitality and gain a benefit depending on what you
seconds in length. This sound or message retains its
consumed. Consuming soil grants you a +1 enhancement
volume from when it was ‘recorded.’
modifier on all Agility based SC’s. Consuming rock/stone
Rank 2: The message may be up to ten seconds long.
grants you a +1 damage modifier on melee and thrown
You may send the message to up to two targets.
attacks. Consuming tree grants you a +1 enhancement
Rank 3: You may now manipulate the volume of the
modifier on all Intellect based SC’s. You may only benefit
sound. A whisper can be turned into a shout for example.
from one of these effects at a time. The gained effect
38
lasts for 30 SS. After the effect wears off you may not
benefit from any of the effects of this spell for 30 SS.
Quicksand
39
target. Other characters within Blast 1 suffer Light Cost: 3
wounds. The adjacent characters may make a Mobility BP: 1
Skill Check with a goal of six to take no wound instead. Range: 5
If this attack misses, the spell continues until it hits a The caster enhances the effectiveness of metal
solid object or travels 30 zones. If the object would be weapons.
another character the attack needs to beat their dodge Rank 1: You may target a metallic weapon or
defense, or it continues. Upon traveling 30 zones, the ammunition with this spell. The target receives the effect
ball fizzles and disappears. Pierce 1 and +1 damage on all attacks made with it. This
Rank 2: The fireball travels 40 zones before fizzling. effect lasts for 20 SS.
Non-targeted characters take a Medium wound or a Light
wound if they pass the Mobility Skill Check. The attack
gains Punishing.
Rank 3: A character hit by the fireball now receives a
minimum of a Serious wound instead of a Heavy wound.
The target to reduce damage for non-targeted characters
is now eight. The secondary effect now affects characters
within Blast 2.
Mastery: The attack gains Vicious.
Passion
40
Rejuvenate Shadow Magic
41
Combat
42
The world of Dragonslayer is a dangerous place made representative of their top speed, so if a Speed 3
all the more dangerous by having the blood of dragons character moves three zones, they are considered to be
coursing through one’s veins. In a world where many sprinting.
hate and fear Slayers and inhabited by powerful
In most cases a character’s Speed is equal to their size.
creatures we can only imagine, even the best-spoken and
Player characters are Size 3, meaning most characters
learned Slayers eventually find themselves involved in
have a Speed of three as well.
battles from time to time. In this chapter are rules
detailing how to conduct those combat situations. Table 8:1 Movement Actions
Action Cost
Combat Basics Draw or sheathe a weapon 1
Drop Prone 1
The four core aspects of combat in Dragonslayer are Move (Speed) zones 1
movement, attacks, defenses, and damage. The rules for Move 1 zone while prone 1
these are covered first to give you a comprehension of Stand up from ground 2
how combat is conducted before diving into the more Withdraw 2
complex rules for situations that may arise.
Difficult Ground
Movement and Zones
In some situations, a GM designates some zones as
Combat in Dragonslayer is conducted on a hexagonal difficult ground. These zones are more arduous to move
grid with each hex representing one zone. Each zone through due to obstacles of some kind, slowing down the
represents an area roughly five feet in diameter. During movement of characters.
combat characters occupy different zones, each size
While moving through difficult ground a character’s
three character filling one zone.
speed is reduced to one. If a character comes to difficult
Each side of the hex is adjacent to one other zone. ground before the end of a regular move action, they
While occupying a zone each character has a front. This cannot enter the difficult ground as part of that action.
represents which area the character is facing. Players
Minimum Movement
should be careful not to allow enemies to get behind
them. Unless a character is immobilized or affected by a
special effect, they are able to move at a 0.5 Speed, even
Movement and ranges are measured by zones. Any
if their Speed is considered 0. A Speed of 0.5 moves a
distance is represented by a number that represents the
single zone every 2 SS.
number of zones it measures. For instance, a Speed of
three covers three zones. Attacks
Movement actions work just like other actions but Attacks are made using a character’s skills. A Skill
generally have a lower cost. See table 8:1 for a list of Check for the corresponding weapon used in the attack,
standard movement actions and their costs. the Unarmed skill if no weapon is used, or the Combat
Magic skill for attack spells is made with a goal equal to
Characters may move through zones that are occupied the defender’s defense. This SC follows all the normal
by friendly characters but may not end their movement rules for Skill Checks. Just like a regular SC, the player
in the same zone. A character may not move into or announces the attack and adds to their personal SS. The
through a zone occupied by a neutral or unfriendly attack is completed and the roll is made when the Show
character. Stage once again matches their personal SS.
Speed A standard attack action represents the back and forth
The number following a character’s speed (i.e. Speed of a melee. It is not a single swing of your blade but the
3) determines the number of zones the character can attacks, parries, and footwork that goes into a close
move during a single Show Stage. A character’s speed is combat fight. Characters may also throw caution to the
43
wind and make a strike action representing them paying Unarmed attacks may target adjacent enemies.
no heed to the back and forth of melee and instead
You may not deal more than one wound with an
making a single strike at their target. This creates an
unarmed attack. Damage in excess of one wound is dealt
opening that their foes may exploit.
only as vitality.
Tags Targets
All attacks have tags that affect how the attack is done. A character must designate an eligible target for their
These tags determine what defenses may be used attack when they announce the action. To be an eligible
against it, how far the attack may go, what bonuses may target for an attack the target must be within a number
be applied, and more. of zones from the attacker equal to or less than the
attacker’s weapon’s range value for attacks with the
Magic Tag
melee tag or within any number of zones for attacks with
Attacks with the magic tag may be opposed by the the ranged tag. An eligible target must also be within line
Resist defense in addition to any other defenses the of sight of the attacker.
attack’s tags permit.
Line of Sight
These attacks do not have their damage reduced by
To have line of sight to a target, a character must be
armor, instead they are reduced by the target’s
able to draw an unblocked line from a corner of their
Resistance SV.
zone to at least two corners of the target’s zone. To
Melee check this, choose a corner of the attacker’s zone. Trace
Attacks with the melee tag can be opposed by the a line from that corner to a corner of a side on the
Dodge or Parry defenses. target’s zone. Then repeat this to another corner of the
defender’s zone. If both of these lines do not pass a solid
Melee attacks may target characters within the range obstacle, then the attacker has line of sight.
of the weapon or spell. There are no range increments
for melee attacks. If these lines run through a character or a non-blocking
obstacle, then the target is still eligible but receives
Normal cover. If the lines pass through blocking obstacle, then
The normal tag has no effects of its own. However, the attacker cannot see the target and they are not
many features, abilities, etc. affect attacks differently eligible.
depending on if they have the normal tag. Range
Ranged Each weapon has a range value. When making an
Attacks with the ranged tag may be opposed by Dodge attack with the melee tag, the target must be within a
defense. number of zones equal to the range value of the weapon
to be eligible.
Ranged attacks may target characters from any
distance. However, for each range increment they Attacks with the ranged tag may target any character
receive increasing penalties. within line of sight. However, the further away the target
is the larger the penalties. Determine the number of
Special
zones the target is away from the attacker. If the target is
The special tag has no effects of its own. However, within the range of the attack there are no penalties.
many features, abilities, etc. affect attacks differently
If the target is more zones away than the range of the
depending on if they have the normal or special tags.
attack the attacker receives penalties. If the target is
Unarmed outside of the attacks range and within twice the range,
the attacker receives a -1 modifier. A further range
Attacks with the unarmed tag may be opposed by the
increment than that gives a -2, for a total of -3. A third
Dodge or Parry defenses.
44
range increment outside of the attack’s range gives a -3, There are two additional dice rolled with an attack’s
the fourth a -4, and so on. dice pool, the location and severity dice. These
determine where you hit your opponent and how solid of
Cover
a hit you delivered. Both of these dice are D12 and
To determine if a character receives cover, trace a line should be separate colors to easily distinguish between
from one corner of the side closest to the target to a them.
corner of one side of the target’s zone. The next line is
Location Die
traced from the other corner of the closest side, just like
with determining line of sight; however, the line is traced The location die is used to determine the location on
to a corner on the opponent’s zone at least two away your opponent that your attack hits. Consult table 8:2 to
from the first. If either line passes through an obstruction determine the location you hit based on the D12 result.
the target receives cover.
Table 8:2 Location Die Results
When targeting a character in cover an attacker D12 Location
receives a negative modifier to their attack roll. Most Result
light cover modifiers are -1 while heavier cover is -2. 1 Head
Disappearing Targets 2-3 Right Arm
4-5 Left Arm
Sometimes a target of an attack begins within line of 6-8 Torso/Back
sight of the attacker but moves or is moved out of sight 9-10 Right Leg
before the attack action completes. When this happens, 11-12 Left Leg
the attacker has the option to complete their attack early
using the “Actions Ending Early” rules from Chapter IV: The severity die is covered below, under “Damage.”
Skills.
Modifying Location Dice
Threat
The attacking player may choose to alter the location
Each character exerts a zone of control around them. die. Before determining if an attack is successful, the
Within this range opposing characters are under threat attacking character may reduce the result of their SC. For
of attack and must avoid leaving themselves open. A every two the player reduces their roll by, they may
character’s threat extends from their zone by a number modify the location die result by one. Reducing the roll
of zones equal to one or the range of the melee weapon by an amount that drops it below the goal results in a
they have equipped, whichever is larger. A character only missed attack.
threatens these zones while they are unengaged or for
characters they are engaged with. This means characters
Defenses
are not within threat of an enemy while that enemy is A character’s defenses represent their ability to deflect
engaged with another character, even if within their or otherwise avoid being struck by enemy attacks. Their
melee range. ability to do so is measured in three defenses: Dodge,
When under threat of an enemy, any time a character Parry, and Resist. When using their dodge defense, the
creates an opening the enemy may exploit it. It’s character is utilizing their agility and quick movements to
important for all combatants to keep a close eye on avoid strikes. When using their parry defense, a
whose threat they are within. character is warding off their opponent’s strikes using
their weapon or shield to deflect and lead the
Making an Attack opponent’s attacks. A character’s Resist defense is their
Attacks are made like all other Skill Checks. Using the ability to ward off magical attacks and effects.
corresponding skill, you build a dice pool using the points With three distinct defenses it is important to know
from your Skill Value and modifiers. After the dice pool is when to use each. The tags of an attack determine which
built, you roll your pool and take the highest die as your defense or defenses are available to choose from. If the
result. The goal for an attack SC is the target’s defense.
45
attack allows multiple defense options, the target must Table 8:4 Severity Die Results
choose which defense to use when the attack is declared. D12 Wound Type
Whichever defense is chosen, the Defense Value is the Result
goal for the attacker’s Skill Check. 1-5 Light
6-8 Medium
Some attacks have the effects Undodgeable or 9-10 Heavy
Unparryable. These effects make it impossible for a 11 Serious
character to choose either dodge or parry defense 12 Catastrophic
respectively against the attack. 13+ Mortal
A hit to a character’s head adds 2 to the severity die
Calculating Defenses roll.
All three defenses are calculated in the same manner, A hit to a character’s torso/back adds 1 to the
they are simply dependent on different Skill Values. severity die roll.
2 + (SV)
46
Heavy: A considerable wound to a character. A A character gains one level of Bleed for every five
character that receives a heavy wound loses six wounds. Wounds damage dealt by a single attack. Bleed is only
gained by taking Wounds damage.
Serious: A serious wound puts a character into
considerable danger. A character that receives a serious When the GM announces it is Show Stage 30 every
wound loses nine wounds. character takes the total amount in their Bleed box as
Wounds damage. Every additional 30 SS characters take
Catastrophic: Significant wounds that could threaten a
further bleed damage. Bleed is not affected by armor or
character’s life are catastrophic wounds. A character that
other forms of damage reduction. Regardless of when a
suffers a catastrophic wound loses 12 wounds.
character received a wound, they receive bleed damage
Mortal: Wounds that have a high chance of killing a when the GM calls SS 30 or any multiple of 30
character that suffers one are considered mortal. A afterwards. Bleed damage is always taken as Wounds,
character that suffers a mortal wound loses 16 wounds. not vitality.
Characters with the minion tag that suffer a wound to When combat is ended characters continue to take
the torso/back or the head always suffer a mortal bleed damage. As long as the characters are not
wound. performing strenuous activity, they receive bleed
Armor damage every minute instead of 30 seconds. Each time
they take bleed damage out of combat they first take
From dense metals to magical effects, characters damage and then reduce their bleed value by one for
protect themselves from harm as best they can with every three points in their Vigor SV.
whatever armor they have available. Each piece of armor
and some defensive effects adds to a character’s armor Bonus Damage
value. The higher the armor value, the less damage the Some effects grant a character a damage bonus. This is
character takes. a modifier that affects the amount of vitality or wounds
Armor values are based on hit locations. A hit damage is inflicted by a successful attack. The total
location’s armor value is equal to the armor value of any amount of bonus damage is added to the amount of
armor piece worn in that location plus any special effects damage dealt by the wound type. For instance, a light
that affect that hit location. After the type of wound a wound with +2 damage deals three damage total.
character suffers is determined, subtract the character’s Any time the severity die would be increased past
armor value of the hit location from the amount of mortal (13) it instead adds one bonus damage to the
damage dealt. attack.
Magic Damage Reduction Effects of Being Wounded
Attacks with the “magic” tag are not affected by While vitality is at most superficial physical damage,
armor. Instead of being reduced by armor, the damage is wounds are actual damage to a character. Even if the
reduced based on the target’s Resistance SV. character is an extremely powerful Slayer, taking a sword
If a magic attack has a tag of the target’s element (i.e. to the chest is going to have serious effects. As
a “Fire” tag attacking a Fire element slayer) then the characters lose wounds, they gain penalties.
damage is reduced by the target’s Resistance SV. If the There are three milestones for wounds. These are 10,
attack does not share a tag with the target’s element, the five, and 0 wounds remaining. At each one of these a
damage is instead reduced by half of their Resistance SV. character receives a -1 to all dynamic rolls they make, -1
Bleed to their Speed, and -1 to each of their defenses. Each of
these stacks for a total -3 to each at 0 wounds.
When characters suffer wounds, they may be subject
to bleeding damage. This damage continues to add to a Size affects at what point a character receives these
character’s Wounds as time goes on. wounded modifiers. For every size less than three,
subtract two from the wound level required for the first
47
negative and half that value to get the second, i.e. Size 2 If more than one character has completed an action at
receives its first negative at eight wounds remaining and the current SS the actions are resolved simultaneously.
second at four remaining. For every size larger than Resolve each roll needed separately but apply all results
three, add three to the wound level required for the first at the same time.
negative and half that value to get the second.
After each completed action has been resolved,
Unarmed Attacks and Damage characters whose personal SS matches the current SS
may announce new actions, once again increasing their
Characters that are attacking without a weapon suffer
personal SS by the action’s cost. If no action is declared
damage penalties on their attacks. Any unarmed attack
the character is considered passing.
deals a maximum of one wound damage. This maximum
is after armor is applied. Ending Actions Early
There are various weapons, abilities, and spells that During a character’s action they may choose to cease
allow a character to deal wound damage normally with the action before completion. If at least 2 SS has passed
unarmed attacks. Without one of these effects or since they began the action they may make any Dynamic
weapons a character is always limited by this rule. Roll needed to succeed as normal. However, for every SS
difference from their personal SS and the current SS they
Show Stage (SS) receive a -1 modifier. For instance, if a character’s
Time in combat is tracked by the Show Stage (SS). The personal SS is 25 (when the action would normally finish)
SS keeps track of everything going on in the game in a but they end the action after 2 SS at 22, they may still
realistic manner to keep the audience (players) invested attempt the roll, but with a -3 modifier. After completing
and active. As time moves forward in the game the SS any rolls, the character’s personal SS is set to the current
progresses, each second bumping it up by one. SS and they may announce a new action.
The Game Master tracks the combat’s SS. Each time a Beginning Combat and Show Stage
second passes they announce the new SS. Previously Each combat begins at Show Stage. All characters who
announced actions resolve and characters announce new are aware of the situation may begin their actions at SS
actions. 1. The GM may declare that one or more of the
Actions performed by characters each have a cost. This participants are not ready to act and dictate a different
cost represents the amount of time it takes to complete personal SS for each of them.
the action. While this time is passing, the character is Duration Effects and Show Stage
performing the announced action. When the amount of
Some abilities and spells may give benefits or
time needed to perform an action is passed, the action is
hindrances that have a duration. These are tracked by
completed, and rolls are made. Rolls for actions are not
Show Stage as well. When a character receives an effect
made until the action resolves.
with a duration their player should add the duration to
Personal Show Stage the current SS. The effect lasts until the end of this SS.
Each character has a personal Show Stage that their
Recovery
player tracks. For every action the character takes they
increase their personal SS by an amount equal to the cost As characters are hit by attacks, they lose vitality and
of the action. Each time the SS progresses the GM wounds. By resting and through the passage of time
announces the current SS. If a character’s personal SS characters can regain their vitality and wounds and
matches the number called their action has completed remove bleed. The amount that a character recovers is
and they make any rolls necessary. Afterwards the player largely determined by their Vigor Skill.
announces a new action and adds the cost to their
Recovering Vitality
personal SS.
Vitality recovers much quicker than wounds. While
wounds are physical damage inflicted on the body,
48
vitality lost is from more superficial wounds, or In addition, for every zone of the attack past the first that
exhaustion, or even just luck. they occupy add one to the damage dealt.
Regaining vitality is tied to scene changes. When the Effects and Size
GM declares that the story has moved on to a new scene,
Some special effects are less effective the larger the
then all characters regain all of their vitality.
target is. For every two sizes larger a target is than a
Recovering Wounds character, reduce the amount of Daze, Knockback, and
Stun effects that they inflict on them by one.
Recovering from physical damage takes much more
time. Slayers’ bodies recover markedly quicker than Movement and Size
humans, but battle wounds still take some time.
Each point a character’s Size Value is higher than
Characters that take a long rest regain a number of three, they occupy one more zone. These zones must all
wounds equal to their Vigor SV. If a character spends a be adjacent whenever possible. A Size 4 character
day in bedrest, they may regain an additional wound. occupies two zones while a Size 10 occupies eight.
49
Groups are placed on the combat grid with each zone Counters have triggers that dictate when they may be
holding up to two members of the group. Groups cannot used. When the trigger for a counter comes up, the
occupy a zone that is not adjacent to at least one other character may use it to immediately make the
zone occupied by the same group. counterattack. This attack is resolved as soon as the
trigger happens.
Each zone occupied by a group counts as one
opponent regarding overwhelming and withdrawing. Another shared trait of counters is a cooldown. Each
counter lists a number of Show Stages that must pass
Group Attacks
before the character may use it again. After using the
Groups make attacks as a single character. However, counter, for the duration of the cooldown the character
members of a group not participating in an attack may may not use the counter again, even if it is triggered
make move actions while the attack is ongoing. This again.
means that groups can surround an individual while
Opportunity Strikes
attacking them.
Every character in the game has one basic counter they
Groups use Opportunity Strikes as a single character as
may use. This counter is an opportunity strike. This
well. However, the downtime for their counters are
counter represents a character’s ability to take
reduced. Small groups may use a counter every 4 SS,
advantage of an opponent leaving themselves open to
medium groups every 3 SS, and large groups every 2 SS.
attack.
Groups Receiving Damage
An opportunity strike allows you to make a normal
An attack that hits a group deals damage as normal. In attack with whatever weapon you have equipped, or
addition, each group has a value determining how many unarmed if you are unarmed. The trigger for an
wounds each member can take. As a group takes wounds opportunity strike is a character creating an opening for
it loses members. This affects the amount of zones they you. Unmodified opportunity strikes have a 5 SS
occupy and, when enough damage is dealt, reduces them cooldown.
to a smaller size. Damage always carries over from one
Coup de Grace
member to the next. Meaning if each group member has
six wounds and an attack hits the group for eight In times that a character is completely helpless and
damage, one member is defeated and the next has taken can do nothing to avoid whatever fate their opponents
two wounds. wish to bestow upon them, they may be coup de graced.
Group Sizes A coup de grace is a special attack with a cost of three.
You may only do a coup de grace from a range of one or
Dragonslayer uses three group sizes, small, medium,
less, regardless of what your normal range is. It is only
and large. A group’s size tells the GM and players how
usable on helpless targets and therefore always has a
many characters to expect in the group.
target of two. A successful attack immediately deals a
Small: A group of this size contains between two and Mortal wound as Wounds damage. Apply armor as
four characters. normal.
Medium: These groups contain between five and seven
characters. Critical Strikes
Large: Large groups contain between eight and 10 Sometimes in combat a particularly well-placed or
characters. simply lucky strike changes the situation drastically.
These deadly hits are called critical strikes.
Counters
When an attack roll achieves a critical success it counts
Some characters or monsters have counterattacks that as a critical strike. A critical strike always deals wound
can punish careless foes. Counters are the only actions in damage, never vitality. If the attack would already deal
Dragonslayer which are reactive and immediate. Each
counter is an attack of some form.
50
all wound damage then increase the severity of the The two situations above are the most common ways
wound to mortal instead. for a character to leave openings, though you may
encounter feats, abilities, etc. that create openings as
Engaged well.
A character can become engaged in two ways. If at any When an opening is created the character’s opponent
time during a character’s movement they enter a zone may exploit the opening in several ways. If the opponent
adjacent to an unengaged opponent, meaning that the was carrying out an attack that targeted a single target
opponent is not currently engaged with any other and was targeted at the character leaving, they may
characters, the two characters immediately become choose to immediately resolve the attack with no
engaged. If a character performs an action that involves penalties if at least 2 SS has passed since they started the
an adjacent opponent, the two immediately become attack. They may also use their Opportunity Strike
engaged. This action does not need to be an attack. Counter, described above.
Overwhelming When a character has created an opening, they count
Characters can become engaged to multiple as exposed to all characters who may react to the
opponents at once. Fighting off multiple foes becomes opening.
exponentially more difficult. This is represented by the Withdrawing
overwhelming rule.
Withdrawing is a move action requiring a Skill Check
A character suffers from overwhelming as soon as they using the player’s choice of Deception, Mobility, or
are engaged with more than a single opponent. When Tactics. The action costs 2 SS. At the end of the action the
suffering from overwhelming, a character’s defenses are player makes their SC and moves up to their Speed in
lowered. Each engaged opponent past the first reduces zones. If the SC is successful, then the character
the character’s defenses by one. successfully moves away without creating any openings
A character does not count towards the overwhelming from characters they are already engaged with. A failed
value if they are engaged with more than one opponent. SC results allows the player to choose if they want to
move anyways with openings being created as usual or
Ranged attacks can contribute to overwhelming as to stay still.
well. During a ranged attack action count the target as
though it were engaged to one more character for the The goal for a withdraw action is determined by the
duration. number of opponents the character is currently engaged
with. Withdraw goals start at three and add two for each
If a character has an overwhelming penalty of at least - engaged enemy.
2, they are also exposed.
Penalties
Openings
While engaged and making a ranged attack you
During combat there are numerous situations in which receive a -2 modifier to your roll. Making a ranged attack
a character may leave themselves more vulnerable to against an engaged target also imposes a -2 modifier.
attack. These are referred to as openings. These penalties can combine.
Characters may choose to move away from engaged
foes creating an opening that their foe can then exploit. Defensive Stance
Any time a character moves from a zone within an Characters may opt to focus on defending themselves
opponent’s threat to a zone that is outside of their threat rather than unleash attacks or escape. By taking a
they create an opening. Characters also create openings defensive stance a character can increase their defense
for characters they are engaged with when making a values.
ranged action targeting a character or object that they
are not engaged with.
51
The character receives a +1 modifier to their dodge Some effects have numerical values that follow them.
and parry defenses. This effect lasts until the character These determine the extent in which that effect takes
begins an action other than moving a single zone. effect. If an effect does not have a value, then it
functions identically in each instance.
Dual Wielding
Attacks that affect an area, such as Blast and Cone, act
Some characters prefer to wield a weapon in each as an attack against every character in the affected
hand as their fighting style. Their attack actions reflect zones. This includes friends and enemies. The attacking
them engaging with their opponent with both weapons. character makes a single attack roll and compares it to
However, their attacks are less accurate and pack less of each defender’s defense value. Roll hit locations and
a punch. determine damage together for each character hit by the
To be eligible for dual wielding a weapon must be effect. Characters decide which zones are affected upon
categorized as one-handed. A character may wield a completion of the action.
weapon with a mass equal to their Strength value in their Accurate: The attack receives a +1 situational modifier to
main hand and with a mass one less than their Strength hit. May stack up to two times.
value in their off hand while dual wielding.
Blast: The Blast value determines how large of an area is
While dual wielding, all melee attacks the character affected. The value is equal to the number of zones out
makes receive a -1 modifier to both the attack roll and from the target zone that are affected. A Blast 2 effect
damage. All feats to feint against an opponent receive a affects the target zone and all zones up to two away.
+1 situational modifier while dual wielding.
Cone: This effect affects an area coming out from the
The bonus damage on attacks is equal to the sum of source of the attack. The value of the effect determines
both weapons’ bonus damage. All effects from both how far from you the cone extends. Choose a direction
weapons are applied. If both weapons have the same when using this ability. The first zone affected is the first
effect, it does not stack. zone in that direction. As the value increases the attack
Melee attacks made while dual wielding count as affects further zones. From the source of the cone and
having a mass value equal to the highest wielded extending out the attack hits one zone, then two, then
weapons mass value, minus one. three, out until you have progressed a number of zones
equal to the value of the cone effect.
52
difficult ground, they both must make a Mobility SC with Feats
a goal of six or fall down.
As battles rage on characters may be presented with
Pierce: The attack ignores an amount of damage the opportunity to try something not detailed in this
reduction equal to the Pierce value when determining chapter or perform a complex maneuver. These actions
damage. are considered feats.
Punishing: Add two to the severity die when determining Feats can range from anything such as running along a
type of wound. wall to make a strike that avoids the target’s shield to
trying to push through an opponent and everything in
Stun: A successful attack adds an amount to the target’s
between. Many feats can be heroic, something over the
personal Show Stage equal to the Stun value. If a
top for normal humans to attempt, such as flipping over
character is affected by Stun 5 or more, from any number
a target while releasing an arrow. Other feats can be
of sources, before acting, they drop any items they are
fighting tactics such as an attempt to trip or fake-out an
holding and fall prone.
opponent.
A character is considered Dazed while Stunned. If a
To perform a feat a player should describe to the GM
character receives both Daze and Stun effects, Stun
what they want to do. The GM takes the situation and
occurs first. Only after the Stun effect has passed does
the attempted action into account and calls for one or
Daze begin. If a character receives a Stun effect while
more Dynamic Rolls, these can be Skill Checks or
Dazed, the Stun effect interrupts the Daze.
Probability Rolls. The GM might even grant a bonus for
Undodgeable: Targets of this attack may not choose to particularly heroic actions. A success in the roll(s) sees
defend using their dodge defense. the action performed while the GM explains the result in
Unparryable: Targets of this attack may not choose to case of a failed roll.
defend using their parry defense. Shields may not modify Fight Defensively
defenses against this attack.
When concerned about their safety, characters may
Vicious: After determining the severity of the wound continue to battle while focusing on defending
dealt, increase the severity by one. themselves. All characters may choose to fight
defensively. This modified attack puts less focus on
Exhaustion harming the enemy and more on keeping themselves
Taking part in a battle is an exhausting thing. The safe.
longer a character goes in a fight the less energy they While fighting defensively a character may choose
have. Every 30 SS exhaustion may kick in. Every character either Dodge or Parry and increase it by one for the
in the fight must pass an Endurance Skill Check or gain a duration of their action. If they do so, the attack roll
level of fatigue. receives a -1 modifier.
53
If a grapple attack is successful, the attacker may three. You receive a +1 situational modifier for each time
choose to place the target in a hold or release them. you failed to escape before, to a maximum of +4.
You may attempt to grapple characters equal to one You may also try to defend yourself while in a hold. A
less your Size + your Strength value. defend action reduces the amount of damage you take
from being held by half. In addition, you receive a +1
Holds
situational modifier on your next escape attempt. A
A character that has another character in a hold has a defend action has a cost of three but may then be held
few options. They may try to damage the character, pin until you take another action. As soon as you take
the character, or release the character. another action you are no longer defending, the modifier
While holding an opponent you may use your to escaping only applies if your next action is to escape.
dominant position to deal damage to them. You may
Massive Wounds
always choose the location to deal damage to. You may
choose to deal one wound damage or a d6 vitality When a character receives a number of wounds equal
damage to the target. This damage is increased to two to three times their size from a single attack they have a
wound damage or d8 vitality damage if you can deal chance to be knocked out of commission. To avoid this,
wound damage normally while unarmed. This damage is the character must pass a Fight SC. A successful SC allows
not mitigated by armor. The cost for this action is five. the character to continue while a failure places them out
of commission indefinitely. Most non-unique NPCs use
Instead of trying to harm your opponent you may
this amount as their wounds value, meaning players
focus on improving your position or pinning your
knock them out of the fight, but they aren’t necessarily
opponent. This makes it more difficult for your opponent
all slain.
to escape your hold. This action gives the target of your
hold a -1 modifier on attempts to escape your hold. In Some wounds may be instantly fatal, even if the
addition, the next time you deal damage in this hold you character has wounds remaining. An attack can be so
may deal one more wound damage or two more vitality. deadly that even if the character’s body could take more
This may stack up to three times. These modifiers are punishment, the hit was in a fatal spot or manner. When
removed after you deal damage to your opponent. The a character receives a number of wounds equal to five
cost for this action is four. times their size plus one (16 for Size 3 characters) from a
Finally, you may release your hold. The target is free to single attack, they have a chance to fall to their wound.
act normally. The cost for this action is one. The character must pass a Fight SC. If the character has
wounds remaining, they receive a situational modifier to
Being Held
the roll equal to the number of wounds remaining. A
While you are being held your options are limited. You failure on this roll means the character is instantly slain.
may not perform many actions, including move actions.
While held you may attempt to escape, cast a spell with A character only makes one of these Fight Skill Checks
no preconditions, or defend. per attack. If they pass the check, they manage to keep in
the Fight. Always make the more severe check if both
The most common action you can perform while held apply.
is to attempt an escape. To attempt an escape, you must
make an Unarmed Skill Check with a target equal to your Prone Characters
opponent’s Unarmed + Strength. If you succeed in your
SC, you may break free from the hold. If you succeed by A character may drop prone as a move action with a
two or more, you may place your opponent in a hold. If cost of one. To stand up from a prone state the character
you fail your SC by two or more, your opponent may must make a move action with a cost of two.
immediately finish any non-spell action they are taking When moving while prone the character moves at
without any minuses. An escape action has a cost of Speed-2.
54
When attacking a prone character with a ranged attack Status effects take effect immediately after the
the attacker suffers a -2 modifier to their attack roll. character receives them. Each source of a status effect
Attacking a prone character in melee grants a +2 states a duration during which the effect is active.
situational modifier to the attack roll. Durations are listed as SS. After the effect’s duration has
passed the character immediately ceases to be affected
by the status.
55
Weapon Mass
Each melee weapon has a mass value representing the
size of the weapon. For every two mass larger your
weapon is compared to your target’s, reduce their parry
defense by one. If they are wielding a shield, always use
the shield’s mass.
Major Injuries
Battling for your life in multiple combats brings thrills
and experience to a Slayer, though it might also bring
some injuries. The major injury chart is rolled on by
characters that fall in battle. The results on the roll
determine the injury the character receives.
56
Magic
57
Powerful spells conjured to give an edge in battle, Divine Magic
unnatural energies sustaining life, and conjured tricks to
The gods and goddesses do not directly intervene
confuse or amaze are just some of the magical powers
much in the mortal realms. Most of their interference is
that Slayers wield in the world of Dragonslayer.
in the form of visions granted followers and the granting
Magic is not an everyday occurrence for most humans. of a small portion of their divine powers. Each
Many go their entire lives without ever seeing a form of god/goddess may choose Chosen, Paragons, and an
magic. This is partly because of the three forms of magic, Exemplar to grant powers to. The gods may grant an
Elemental, Arcane, and Divine, the first requires a tether indeterminate number of followers the power of a
to the Core of Elements, the second enough years of Chosen, the weakest of the three. The deities each have
study that humans struggle to make headway within up to four Paragons, who are much more powerful than
their lifetime, and the third to be granted powers by a a Chosen. There is no more than one Exemplar of each
god or goddess. divine being at any given time, and they are the most
powerful of any followers.
Few Humans can master arcane arts by an age that
they may still find use for it and fewer still are those born As the only wielders of divine magic are followers of
with a deep enough connection to the Core of Elements the gods, they are often tasked with missions from their
to learn to draw upon its power. This causes most heavenly benefactor(s).
humans that are able to wield magical energies to be
There are some magic items that are imbued with
Dragonslayers.
divine magic, though they are much rarer than arcane
items. Functionally, they operate in the same way as
What is Magic?
arcane magic items.
Magic is the manifestation of energies usually stored
in another dimension or invisible to the naked eye. It Elemental Magic
comes in three forms, Arcane, Divine, and Elemental.
Beings that are naturally tied to the Core of Elements
Arcane magic utilizes energies that are produced in all
are capable of drawing energy from the core. Properly
dimensions and draws upon it to complete complex
utilizing these energies is called elemental magic.
tasks. Divine magic draws upon the strength of one or
more divine beings and brings it to the mortal realms for Dragons long ago tethered their species to the core,
the wielder to utilize. Elemental magic draws power from giving them a commanding advantage. This tether is
the Core of Elements and manipulates it to a purpose in passed on to all who share dragon blood. Those with
the mortal realm. dragon’s blood have a distinct advantage over other
races as their ability to draw energy is tied to their blood
Arcane Magic and is hard to exhaust.
This form of magic is volatile to beginners. To properly All species have the ability to form a connection with
utilize the energies needed requires decades of research. the Core. However, in most species the connections are
Humans rarely have the aptitude to master the energies random and incredibly rare. In Dwarves and Humans
in their lifetime. Some other races find themselves more most with this connection become shamans or conjurers.
connected to the energies or simply have a long enough
life span that they can master it while still being Magic in Dragonslayer Games
considered young. While there are three different forms of magic to be
Arcane magic has the capability to enchant items with found in the world, elemental magic is the most common
power. Slayers may come across magical artifacts in their for Dragonslayer games. This is the magic that player
travels, the majority of which gained their powers from characters can learn and wield while the other two forms
arcane enchantments. are limited to non-player characters.
58
Player characters often come across magic items also reduces it in relation to the casting goal. Trying to
imbued with non-elemental magic. Using these items control the spell too much may cause you to fail it
does not pose a problem for player characters, whether altogether.
one use scrolls or multi-use items.
Casting goals are listed under each spell in the form of
the goal number. These are listed by rank and thus are in
Magic and Damage Reduction
the form #/#/#. The first number represents the casting
Chapter VIII discusses how to deal with the “magic” tag goal for rank one of the spell and each following number
on attacks. As elemental magic is by far the most for the next highest rank. It is possible that the casting
common type characters interact with, this rule is built goal does not change between some ranks.
around it. However, arcane, and divine magic attacks
Charm Magic versus Combat Magic
include their own tags along with the “magic” tag. Both
types modify how damage reduction is done. Neither of The casting goal determines the goal to make a
these magic types will be encountered in the quickstart successful Skill Check, but how do you determine which
however. magic skill to use to make the check? Each spell has
either the “charm” or the “combat” tag. Use the
Preconditions
respective skill when making SCs for that spell. If the spell
Preconditions are how those with the power to wield has both skills, use the skill that has the higher value in
magic go about controlling the energies. By knowing the the spell’s requirements.
right movements and chants and focuses, the character
can manifest magical energies in the mortal realms. Elemental Core Effects
If a spell has preconditions, the character must be able Each element has what is called a core effect. These
to perform those preconditions to cast the spell. If they are activated in various ways, but the most common
are restricted from doing the required actions in some methods are through breath attacks and the ability
way the spell cannot be cast. Elemental Strikes. Core effects are effects that are
applied to attacks that are tied to the element of the
As with most things in Dragonslayer, the specifics of a
user.
spell’s preconditions are entirely up to the player. Players
are encouraged to determine what their preconditions Breath attacks always have the core effect activated,
for each of their spells are and tailor them to fit the meaning that the breath attack of each element is
personality and behaviors of their character. different. See Table 9:2 for the core effect of each
element.
Casting Goals
Table 9:2 Elemental Core Effects
Part of every spell’s listing is its casting goal. The
Element Effect
casting goal functions as a goal for the Skill Check made
Air The attack gains the effect Knockback 1
to cast the spell and represents the difficulty of casting
Earth The attack gains the effect Daze 3
that spell. If the casting goal is not met or exceeded by Fire The attack deals +2 damage
the SC, then the spell is a failure, and its effects are Iron The attack gains the effect Pierce 3
negated. Light The attack gains the effect Accurate
Shadow The attack gains Persist 2
After all modifiers are applied to a character’s SC for
Water The attack gains the effect Stun 1
casting the spell, check the result against the casting
goal. If the spell is also an attack it has two goals to meet. If a core effect would grant an effect on an attack that
The Defense Value of the target and the casting goal. If already has that same effect, the two values are added
the casting goal is not met the spell fizzles. No effects together. For instance, an attack with Stun 1 that has the
occur. Despite having two goals, the result of the Skill water core effect added to it has the Stun effect
Check is always a single value. Meaning if you reduce increased to two.
your SC result to modify the location or severity die, it
59
Breath Attacks Breath attacks always come out from the Slayer’s
mouth. Each Slayer’s breath attack may be different,
Each Slayer receives their breath attack for free at
meaning that two Slayer’s with the same element might
character level three. The breath attack is a ranged magic
have breath attacks with different appearances. Fire
special attack with a range of one, cost of three, and the
breath attacks could be a cloud of fire or a wave of
effect Cone 3. These attacks are made as either an Agility
burning ash. Water could be a blasting force of gushing
or Intellect modified PR roll. A breath attack always
water or a chilling blast that freezes foes. It is up to the
applies the core effect of the Slayer’s element.
player how their Slayer’s breath attack appears.
A Slayer may use their breath attack at any time that Regardless of an attack’s appearance its effects are the
they may speak. A Slayer may use this attack twice per same.
day.
60
Social Combat
61
Those who possess the powers of dragons are not Credit
limited to simply defeating their foes physically. Their
The ideological support and viability of your viewpoint
increased intellect and skill with words make them great
is represented by credit. When you make a well thought
advisors and debaters. Through guile and wordplay, the
out argument furthering your idea you gain credit. When
Slayer discredits their opponent’s views while turning the
an opponent pokes holes in your logic you lose credit. To
audience to their own side.
win a social combat with credit you need to increase your
credit to 10 or reduce your opponent’s credit to 0. When
What is Social Combat?
beginning a social combat each character starts with five
Social combat is used in multiple situations where credit. A GM may dictate that either or both characters
convincing another to a particular viewpoint or start at a value other than five. This is usually done if one
discrediting another person or viewpoint is the goal. of the combatants has a shaky premise for their
If there is a disagreement on the best idea, a social argument or a belief strongly held by the majority of the
combat can occur. The goal in these situations can be to populace.
win others over to your way of thinking or to discredit
the other idea. Crowd
Undecided characters can be engaged in social combat The feelings and support of the audience not directly
to convince them to your way of thinking. This does not involved is represented by the crowd. Swaying the crowd
represent situations where a character convinces others to your side with heartfelt appeals or personal attacks
through charismatic actions, such as convincing a guard can win an argument, even if the opponent’s argument is
to look the other way or charming a benefactor into better than yours. Normal social combats start with the
giving you a larger reward. It can, however, be used to crowd at a 0 value. The goal of one combatant is to
convince a guard that it is in their or everyone’s best increase the crowd favor to five while their opponent
interest to let you pass or to convince a benefactor that looks to reduce it to negative five. A GM may dictate that
more money is needed upfront for the mission to be a the crowd begins at a different value other than 0. This
success. can represent one of the combatants being an outsider,
someone famous, or other similar situations.
This doesn’t mean that every disagreement or attempt
to convince another needs to enter a social combat. The Crowd in Combats with Three or More
GM should determine when a situation is prime for a Participants
social combat round dependent upon the personalities of
the characters involved, the temperament of the Occasionally a social combat occurs in which there are
characters, the audience, the urgency of the situation, more than two combatants. In these situations, the
and any other factors they believe affect the decision. crowd favor begins at 0 as normal. Each change in crowd
goes to a specific combatant with each combatant trying
Social Combat Goals to gain three in crowd favor. Any effect that gains crowd
favor for a character must instead reduce another
When engaged in social combat a character can have character’s crowd favor, down to a minimum of 0, if
one of three goals built around two aspects of the possible. If all character’s crowd favor is at 0, the gain
combat, credit and crowd. A character may aim to gain increases the character’s crowd favor.
credit for their argument to win others over to their way
of thinking. Likewise, their goal can be to discredit their Conducting Social Combat
opponent’s argument to the point where it can’t be
supported. Characters may also aim to instead bring the Credit and crowd favor is gained and lost through
crowd to support them. Instead of proving their idea to actions taken during the combat. Each character involved
be the better one they instead bring the audience to in the combat takes one action on each of their turns
support them. As you garner support from the crowd with the character with the highest Charisma taking the
your opponent finds less and less supporters. first turn.
62
Each character has access to the basic actions of a Before making their Charm SC the character may make
social combat. Characters may gain new actions from an Empathy SC with a goal of 10. If this check is
abilities or features. Unless an action or effect specifically successful, the character receives a +1 competency
states otherwise, characters may only ever choose a modifier on the Charm SC. This Empathy Skill Check may
single action to use each turn. be made once per combat.
63
Confused: The character has been thrown off their game Winning a Social Combat
or otherwise cannot follow the current course of the
When a character wins a social combat either their
combat. When a character is confused, they receive a -1
opponent or the crowd has determined their victory. This
modifier on all actions other than straw man.
means a character may not convince their opponent to
Demoralized: A demoralized character has been beaten see their viewpoint, but the crowd has determined who
in spirit, losing the will to put up a fight. The character is right (winning through crowd favor). It can also mean
must make a Fight SC with a goal of seven to make an that the crowd may still be undecided or confused, but
action. Failure on this SC skips the character’s action the opponents have decided one of their views is the
altogether. superior one (winning through credit). Regardless of the
manner of winning, the disagreement is settled for the
time being.
64
Adventuring
65
In this chapter are rules and guidelines for situations allows their intellect to soar, strength to multiply, and
that may come up during your group’s adventures. Many allows them to perform feats and magic that they
of these rules are to add realism into the game. previously could only dream of doing. However, it is also
a constant threat to their humanity and sanity, made
Character Renown ever more prevalent by overuse of their powers.
As word spreads of an adventurer’s daring deeds their Blood Potency, or BP, represents how dominant the
fame begins to precede them. Fame is handled through dragon blood within a Slayer is. The higher the number,
Renown in Dragonslayer. Higher Renown can aid a the more dominant it is becoming. Slayers can train their
character in interactions with other characters. Skilled bodies to take a higher potency level and remain safe,
characters may spread their and other’s Renown, even if but exceeding their personal limit always carries with it
they have done little to warrant it. dangers.
When characters may be known or attempt to rely on Each character starts with a maximum BP of 16. The
their Renown, the GM makes a Renown roll. This is a maximum BP of a character is how high their BP may get
Probability Roll. On a result of the character’s Renown or without significant threat to them. When an ability, spell,
less, their fame precedes them, and the character or or effect requires a character to “spend” an amount of
characters know of them. The lower the die result is BP, it means to increase their BP by that amount.
compared to the character’s Renown, the more the As a character’s BP rises there are certain physical and
target knows of them. mental effects that occur. Players may decide how it
effects their characters individually, but most Slayers
This roll may be modified in several ways. If the
deal with the common symptoms. At high levels of BP,
character is far from the source of their fame, the GM
Slayers tend to feel overheated, sweating a lot and
may add to the roll. Likewise, if the character has
potentially having a feeling of being constantly out of
Renown for something they did in the area and/or
breath. It can also affect them mentally, making
recently, the GM may subtract from the roll.
concentration difficult or causing them to be more
susceptible to emotions, particularly anger. These effects
Renown Effects
have no direct impact on the rules but should be
Just because a character or characters are aware of the considered in the story.
Renowned character doesn’t mean that they respond
favorably to them. Some characters do not care about Tracking BP
fame while others may be stunned at the chance to meet As a character spends BP their potency increases. A
them. character can safely increase their BP up to their
maximum BP without worry of serious consequences. As
In general, if a character has three or more Renown
you spend BP increase your character’s BP.
than another, the lower Renown character views them
favorably. However, this is a general rule and may vary Reducing BP
greatly depending on the character or society. Characters naturally reduce their BP down to a value
of zero with time. At the end of a long rest a character
If a character is aware of another through Renown, the
reduces their BP by half of their Resistance Skill Value.
Renowned character may receive modifiers on Charisma
You may reduce your BP by an additional one if you
Skill Checks when interacting with them.
spent no BP that day. Your BP may not be reduced to
Blood Potency below zero.
66
Exceeding Maximum BP Nausea: For the next 24 hours you suffer from nausea.
During this time, you regain half of your missing vitality
At the end of each day in which a character’s BP value
upon a scene change instead of all of it. You may not eat
is higher than their maximum BP, they must check for
or drink anything during this time. This effect may not be
adverse effects. The effects of exceeding your maximum
removed by any means until the 24 hours have passed.
BP can range from temporary personality adjustments to
permanent physical mutations. At worst, the character Pain: For the next 24 hours you are in constant pain.
may lose their mind and become a Drake. Random movements can trigger more intense pain.
During this time, you may not concentrate on Skill
Each character whose BP value exceeds their
Checks.
maximum BP must make a Probability Roll. On a 9 or 10,
something happens. To determine what effect the Fangs: Minor mutation. Some of your teeth have grown
character suffers, roll a d100 (two d10 with one into fangs. Your smile may unnerve or frighten others.
designated as tens) and add to it the amount the You may deal wounds damage as normal with bites.
maximum BP was exceeded by. Consult table 11:1 to
Ears: Minor mutation. Your ears have mutated into those
determine the effect.
of a dragon’s. You receive a permanent +1 to your
Table 11:1 Exceeding BP Effects Chart Detection SV.
Roll Result Effect Tail Nub: Minor mutation. You have sprouted a small nub
2-10 Lethargy of a tail. All clothing and armor for your legs must be
11-20 Anger/Rage
specially made or modified. The nub is small enough to
21-30 Nausea
be hidden under clothing.
31-40 Pain
41-50 Fangs Scales: Mutation. One hit location of yours has grown
51-60 Ears scales. Randomly determine which hit location is
61-70 Tail Nub affected. This hit location receives a +1 to its armor
71-75 Scales
value.
76-80 Claws
81-85 Talons This mutation may be gained multiple times. Each time
86-90 Blades/Spikes randomly determine the affected location from locations
91-95 Crest that do not have this mutation yet. This may be gained a
96-100 Nose maximum of 6 times.
101-105 Tail
106-110 Wings Claws: Mutation. Your nails, and possibly fingers, on one
111+ Lose Control hand have grown into claws. Randomly determine which
hand is affected. Any clothing or armor covering your
Effects Descriptions hand must be specially made or modified. If your hand is
Lethargy: For the next 24 hours you suffer from fatigue. uncovered, you may deal wounds damage as normal with
You begin all combats at SS 2 and are otherwise generally that hand.
under extreme exhaustion for the day. This manifests in This mutation may be gained twice. The second
two levels of fatigue. This effect may not be removed by mutation affects the opposite hand.
any means until the 24 hours have passed.
Talons: Mutation. Your foot has grown into that of a
Anger/Rage: For the next 24 hours you are subject to dragon’s. You may no longer wear footwear on that foot.
bouts of rage or anger. You are extremely irritable, going You may deal wounds damage as normal with unarmed
off at seemingly small offenses. All DR involving attacks made with that foot. You receive a +2 situational
interacting with other characters have their goals modifier to climbing.
increased by two. This effect may not be removed by any
means until after the 24 hours have passed.
67
This mutation may be gained twice. The second Mutations
mutation affects the opposite foot. Both mutated feet
By overusing the powers granted by their dragon
grant the +2 modifier to climbing.
blood, a Slayer can undergo mutations that affect their
Blades/Spikes: Mutation. One part of your body has body. These may be gained by raising your Blood Potency
grown hardened blades or spikes that pierce out of your over your maximum BP and have effects on how
skin. Randomly choose a hit location. This location may characters interact with the Slayer, add modifiers in
no longer wear clothing or armor that is not specially some situations, and affect the character’s minimum BP
made or modified. You may deal one additional point of and future mutations.
wound damage with a hold.
Gaining Mutations
This mutation may be gained multiple times. Each time
randomly determine the affected location. This can be Table 11:1 lists all the effects that can occur from
done a maximum of six times. increasing your BP too high. In the descriptions the
effects list if they are a mutation and, if so, what severity
Crest: Mutation. The beginning of a crest has grown out
of mutation.
of your neck and down your spine. Torso armor may no
longer be worn unless specially made. You receive a +2 Each mutation can only be gained once unless
situational modifier to break out of holds. otherwise noted. If you roll the same mutation on a
subsequent roll on the chart you instead gain the
Nose: Mutation. Your nose has changed into the beak-
mutation above, it. If you already have the next
like nose of a dragon. You receive a -1 modifier on all
mutation, you gain the mutation above that. Continue
Dynamic Rolls for interacting with those unacclimated to
this until you come to a mutation you do not have.
your appearance. You receive a permanent +2 Situational
modifier to Scent Skill Checks. Once a character has gained a mutation, they
immediately gain the effects of that mutation. Most
Tail: Major mutation. You have sprouted a tail. The
mutations have game mechanics and modifiers with
length of the tail is roughly equal to the length from the
them, but all mutations may influence the story. Some
top of your head to your hips. You may no longer wear
cultures hate and fear Slayers and a mutation gives a
clothing or armor on your legs that are not specially
person away as a Slayer with a glance. Other cultures
made or modified. You receive a +2 situational modifier
know the danger that Drakes pose and view mutations as
to all DR to deal with balance and swimming.
steppingstones, not necessarily incorrectly. Others still
You may strike with your tail as though it were a club. may simply find the mutations grotesque. Not to
Use your Mobility SV for the attack. mention how the character themself may take the
Wings: Major mutation. You have grown small wings on sudden change.
your back. You may no longer wear clothing or armor on
your torso that is not specially made or modified. You
Mutations and Blood Potency
may use them to glide during a fall or jump. Each mutation you gain increases the Blood Potency of
You may gain this mutation up to three times. Each your body at all times. This causes your BP to be unable
time grows the wings. Upon gaining this mutation a to drop below a certain amount. Normally your BP
second time the wings grow, and you may fly at a Speed reduces down to zero, but with each mutation you gain
of two. The third time you gain this mutation the wings that number is increased.
grow even grander, and you may then fly at a Speed of For each minor mutation you gain add one to your
four. minimum BP. For each mutation add two and for each
Lose Control: You become a Drake, losing yourself in major mutation add three.
your draconic powers. Your character becomes an NPC.
68
Gaining Further Mutations Resting
Each mutation a character gains also increases their While combating wild beasts, conquering dangerous
chances of gaining another. Each time you roll on Table lands, and delving into dungeons Slayers can become
11:1, you must add twice your minimum BP to the roll. exhausted. Rests are important if the characters are
This means a character with no mutations adds zero, going to remain in tip top shape.
each minor mutation adds two, each mutation adds four,
and each major mutation adds six. The more mutations a Short Rests
character has, the more likely they gain further
A short rest is a brief cessation of action to allow
mutations when going over their BP limits.
everyone to catch their breath and recoup. Short rests
are generally 20 minutes in length. During this time
Mutations and NPC’s
characters may tend wounds, regain vitality and maybe
Throughout the world of Dragonslayer different wounds, let bleeding stop, reorganize, etc.
communities and cultures view Slayers differently. Much
A short rest may not be taken in an area that is unsafe
of the world fears them and/or are antagonistic towards
for the Slayers. You must be able to feel at ease in order
them, while other parts praise or even worship them.
to rest properly.
Depending on the culture, people may react negatively
towards Slayers, and it is very easy to spot a Slayer if they A character may benefit from a short rest once every
have wings coming out of their back. two hours. Characters may rest more than 20 minutes an
hour, but it does not allow them to regain vitality or
Mutations always affect social interactions in some
reduce wounds and bleed.
way to those not acclimated to your appearance. Even in
a culture where Slayers are accepted or praised, the
Long Rests
appearance change with a mutation may unnerve or
frighten civilians. So, if you start gaining mutations be Setting up camp, turning in for the night, retiring to
prepared for ordinary folk to respond differently to you. your room, long rests represent the sleep and relaxation
a character needs after a long day of adventuring. Long
Drakes rests are at least 6 hours in length. During a long rest a
character regains vitality and reduces wounds.
Slayers that have overused their powers consistently
or drastically run the risk of losing their minds to the Any effect that is limited per day is reset after a long
dragon within. When this happens, the Slayer is referred rest.
to as a Drake. Drakes experience drastic personality shifts
and a lack of empathy. They tend to have shifts in their Hero Points
worldviews that they themselves see as them finally
The PCs represent the heroes of the epic adventures
understanding some inherent truth about the world.
made up by the game acts. At crucial times they make
They no longer worry about overusing draconic powers
sure to come through, survive against the odds, or things
and thus have no concern about BP, using powerful spells
just so happen to work out alright. Hero points are a
and abilities without limit.
measure of a character’s destiny.
When a character becomes a Drake, the GM takes
Each character begins play with one hero point. Once a
control of them, and they become an NPC. It’s up to the
hero point is used it’s gone for good. However,
GM whether they continue to be involved in the
characters can earn new hero points by behaving
campaign or if they wander off on a new quest of their
heroically, performing heroic feats, or any other way
own. Either way, the character is no longer the same or
their GM wishes to reward them. GMs may reward
friendly with any of their former allies.
players with hero points as they deem fit, though no
character may have more than two hero points at any
given time.
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Hero points have a number of different uses. The first Charisma of 0: The character loses their sense of self.
use is for Dynamic Rolls. Before making any DR, a player Their personality is all but gone. In addition, any speech
may spend a hero point and immediately cause one of they attempt immediately becomes bungled. They trip
the dice in the pool to count as having rolled a 10 instead over simple sentences and end up just saying a few
of rolling the die. This can help characters when they words with no syntax.
absolutely need to come through with an action.
Intellect of 0: The character becomes little more than an
The second hero point use is to change wounds empty vessel. They are aware of their name but struggle
damage into vitality damage. When the character would greatly to remember anything. Presenting the character
take wounds damage, they may spend a hero point to with any new information befuddles them. The character
instead take vitality damage. Destiny or fortune has is able to do little more than react to pain and their
smiled on the character and left them to live another senses.
day.
Senses of 0: The character is deprived of their senses.
The third and final use for a hero point is for the player
Their vision becomes immensely blurry, taste and smell
to impact the world in some way. The player dictates a
are nearly non-existent, sound is almost completely
way that they would like to alter the world in some small
blocked out. To receive any information from a sense
way, such as determining the name of a tavern, placing a
requires a Skill Check with difficult goals. Success in these
small ledge once over a cliff, determining that this town
Skill Checks merely makes the character aware; they
has a festival during this time of year, and other similarly
cannot determine the sounds heard, sights seen, or
small impacts. In this way the players can have a small
smell/taste.
impact on the world.
Stamina of 0: The character’s body becomes immensely
Attribute Values of 0 frail. Their body struggles to perform its basic processes
While adventuring characters may come across and eventually quits. The character must regularly take
different effects that may increase or decrease their Endurance Skill Checks when moving or performing
attribute values. Changing the value of an attribute continuous or consecutive actions. Any wounds damage
through a spell, potion, or by other means is treated the the character receives gives at least one bleed,
same as if the character naturally had that value. regardless of the severity of the wound. The character
Increasing or decreasing Stamina adds or subtracts must make Fight SCs when dealt six or more wounds now
wounds. Modifying any attribute modifies the highest to avoid falling unconscious, instead.
that character’s Skill Values may count as. However, each
Strength of 0: The character can no longer move
attribute works slightly different when reduced to 0.
themselves under their own power. The character
Attributes may not be reduced below 0.
immediately falls prone. Their Speed becomes 0. They
Agility of 0: The character has lost all coordination. They may not take move actions. The character may speak at a
may still move, but any movement other than standing quiet volume, but the speech is extremely slow and hard
perfectly still requires a Mobility Skill Check to not fall to understand.
over. Increase goals for how quickly or complicated they
wish to move. The character cannot catch themselves
and takes damage from falling.
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After paying their replenish cost characters are then
counted as having their weapons and armor at max
wounds, rations available, and mundane equipment and
ammo restocked.
Jump Distances
Carrying Capacity
The length and height a character can jump is based
Each character has a certain amount of weight they
on their Strength attribute. The higher their Strength
can take before they become overburdened and cannot
value, the further and higher a character can jump.
move as agilely as normal. A character can carry up to
their Strength times 30, in pounds, before becoming From a standing position, a character may jump up to
overburdened. While overburdened a character receives a number of feet equal to three times their Strength
a penalty to their Speed, reducing it by one. An value. This distance is doubled if the character has a
overburdened character also reduces all jump distances running start.
by half and must test for exhaustion every 15 SS in High jump distances are determined by multiplying a
combat, rather than 30. character’s Strength value by two.
A character may carry up to their Strength times 60, in
pounds, total weight. Carrying any more than this leaves Distance Traveling
the character unable to move or act, other than shirking To cut on uneventful playtime the GM may wish to do
weight. long distance travelling in a quick and easy way. The
charts below give suggested rates of travel a day you can
Replenishing Supplies travel depending on your mode of transportation. Game
Dragonslayer keeps the action flowing in many ways, Masters are encouraged to use the chart for ease of
including inventory management. By not focusing on calculating but are not limited by this chart in any way.
mundane items, supplies, etc. the GM can keep the pace
Table 11:3 Distance Traveling
of the show at an exciting level and the focus on the
Mode of Transportation Distance Per Day in
heroes. Though if players aren’t tracking their supplies, Miles
how do supplies replenish and mundane items get Foot 26
replaced? Horse 40
Carriage 35
When a Slayer enters a new city or town they
Boat 115
replenish. This is assumed to replace any mundane
Flight Speed*10
equipment lost, replenish food and water, fix their
weapons, and armor, and pay for their food and lodging For ground transportation and flight, a period of 12
while in the town. While replenishing, characters have hours traveling is assumed. For a normal Human subtract
the option to rough it, go standard quality, or go for high five from the foot distance. Subtract five miles from
quality accommodations and items. Use chart 11:2 as a ground travel for rough terrain and subtract 10 for very
guide as to the cost for each. If a character has a broken rough (thick forests, etc.). Add five miles to ground travel
piece of armor or weapon, they must do at least if traveling on paved roads.
standard comfort.
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Starvation and Dehydration unconscious until help is received or until they die.
Slayers must start testing after 30 days.
Dragonslayers are hardier than most humans, and thus
can go longer without food and water, but eventually the If a character goes over 24 hours without fluids, they
lack of food and/or water takes its toll on them. begin suffering the effects of dehydration. After 24 hours
without fluids the character reduces their maximum
A normal human can survive over three weeks without
vitality by 25%. After 48 hours their vitality is reduced by
food. Each day after the third reduces your vitality by
50% instead. After 72 hours a Human needs to take a PR
10%. After three days without eating your attributes are
with a goal of 9, every 12 hours or fall unconscious until
also reduced by one. They are reduced by a further one
help is received or they die. Slayers must begin this at 84
after 15 days. Humans must start making Probability
hours.
Rolls with a target of eight each day after 24 days or fall
72
Equipment
73
As dragons love to hoard treasures, Slayers and other Generic weapons are a group of weapons that are of
adventurers love their treasures as well. Traveling the similar use and appearance. Weapons vary across realms
mortal realms, Slayers come across equipment of various in style and the particulars of their use, but some can be
quality and even some with magical properties! pulled together to use similar rules. Players can design
whatever weapon they please to represent the generic
Currency weapon, so long as it fits the general description of the
group.
The world of Dragonslayer is a large and diverse place,
not every town and country use the same currency, and
Weapon Qualities
if your game takes place outside of that world this is
doubly true. Different places use different metals, Determining the effectiveness of a weapon is done
different sized coins, and different mints, so in a game a through the weapon qualities. Each weapon is listed with
character may come across many types, sizes, and certain qualities that detail how the weapon works
designs of coin. within the rules of the game. These let you know how sturdy
a weapon is, what ranges it works within, and if it adds any
To keep currency from becoming needlessly complex,
damage to its attacks. Not all weapon types share the same
all prices are listed in “gold.” When a character receives
qualities.
coins or other tradeable valuables, whatever the type,
they mark it on their sheet in a gold value. Regardless of Armor: Higher armor means an item is harder to
the source or type, monetary value is always counted in damage. Reduce damage dealt to the weapon by this
gold. This represents the coins, jewels, etc. of all types of amount.
the character has and their value in an overall currency Cost: The average cost of the weapon in gold. Costs of
used by the game. items may vary from location to location, so use this as a
baseline guide.
Characters are always assumed to be carrying their
“gold” in a way that is easy for them to travel. Characters Damage Modifier: Some weapons apply bonus damage
trade low value coins for higher valued ones, gems, etc. to attacks made with them. This amount is added to the
so as to more easily travel. total damage dealt by attacks made with the weapon.
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wounds it is broken and must be reforged before it may
be used further.
75
One-Handed Bladed: Any one-handed weapon with at value of a location is equal to the armor value of the
least one bladed edge, such as a short sword or battle armor worn plus any special effects that may apply.
axe. Weight: 4 lbs.
Armor Qualities
One-Handed Clubs: Short, wooden weapons designed
for bashing. Weight: 2 lbs. Players can determine what their armor looks like and
fits their character, but the armor qualities determine
Polearm: Weapons with long shafts and bladed heads.
how it interacts with the game. Each piece of armor has a
These are distinguished from heavy polearms by their
set of qualities that explain how the armor functions
lighter head allowing for more speed. Weight: 8 lbs.
within the game rules.
Rapier: A long thin blade, perfect for parrying and swift
Armor Value (AV): The amount added to the character’s
strikes. You receive a +1 to your parry defense while
hit location’s armor value. This is essentially the quality
wielding a rapier. This modifier only applies against
of the armor. The higher the AV the less damage the
attacks made with weapons mass three or less. This
character takes in that hit location.
modifier does not stack when wielding multiple rapiers.
Weight: 2 lbs. Cost: The average cost of the piece in gold. Costs of items
may vary from location to location, so use this as a
Short Bow: Any design of bow that is roughly the size of
baseline guide.
a man’s torso. Weight: 2 lbs.
Don Time: This is the amount of time, in minutes, it
Throwing Axe: Any throwing weapon with a short handle
requires to equip the piece of armor. Removing the
and a thick head that sits perpendicular to the handle.
armor requires ¼ of the don time. To get the time to fully
Weight: 2 lbs.
don a character’s suit of armor, add all the don times of
Throwing Dagger: Any small, bladed weapon made for each piece of armor together.
throwing. You receive a +2 situational modifier to
Skill Value (SV): This represents how difficult the armor
conceal throwing daggers. Weight: .5 lbs.
is to function in. The difference between a character’s
Thrusting Polearm: A weapon with a long shaft that is Armor Use SV and the Skill Value of their equipped armor
well-weighted and short enough to wield with one hand is their Skill Penalty. Each piece of armor is added to the
by using jabs. Weight: 5 lbs. skill penalty separately.
Two-Handed Bladed: Any standard two-handed weapon Weight: Total weight of the armor in pounds.
with at least one bladed edge, such as a claymore or axe.
Wounds: The amount of punishment the armor can take.
Weight: 12 lbs.
This value is used when someone strikes the armor while
War Hammer: A weapon with a medium, wooden shaft it is unequipped. One point is also subtracted from this
and a large, heavy head with at least one flat edge. value each time an attack dealing wounds damage deals
Weight: 14 lbs. more damage than the hit location’s armor value.
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Leather: Armor made of hardened leather.
Plate: Armor made of fitted metal sheets. Plate armor Scale: Armor consisting of overlapping metal scales. This
that is purchased must be specially made with the armor is sturdier than chainmail but less maneuverable.
character’s dimensions. Using plate not specially made
for you increases the Skill Value of the piece by one. This Shields
does not apply to magical plate mail. Shields perform differently than other armor. Instead
Plate helmets apply their armor penalty to Senses skills of increasing your armor value to reduce damage taken,
as well. shields function to stop attacks altogether.
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When wielding a shield, a character receives a bonus Varied Weapons
to their defenses. The size of this bonus is dependent Weapons of greater or lesser quality generally have
upon their Shields Skill Value. Increase the character’s different effects or modified bonus damage. Lower
parry defense by for every three in their Shields SV with a quality weapons may lose effects, gain the effects Dull or
minimum of one. Increase the character’s dodge defense Feeble, and/or lower bonus damage. Higher quality
by one for every four in their Shields SV. Characters may weapons can gain effects and/or increase their bonus
also use their full Shields SV in place of their weapon skill damage. Instead of effecting bonus damage or effects, a
value or Mobility SV when determining their defenses. weapon may also be higher quality in its construction,
Tower shields increase the minimum bonus to two. If a giving higher armor or wounds for the item to be
character uses their Shields SV instead of mobility to sturdier.
determine their dodge defense and is wielding a tower
shield, increase their dodge by one. Varied Armor
Armor of differing qualities are likely to be more or less
Different Character Sizes & Equipment
maneuverable. Higher quality armor may have a reduced
As character sizes vary the weapons and armor vary as Skill Value and in some rare occasions, a higher armor
well. All equipment listed in this chapter is the standard value. Lower quality armors have a higher SV and
for Size 3 characters. Characters larger or smaller than sometimes a lower armor value.
Size 3 must use weapons and armor modified for their
The most common varied quality for a piece of armor
size.
is its resilience. Quality armor lasts longer without repairs
Weapon Size Differences while lower quality armor may break quicker. Modifying
the wounds value for a piece of armor is the easiest way
For each Size point higher than three a weapon is, its
to alter quality.
bonus damage and mass qualities are each increased by
one. A character may use a one-handed weapon of up to
Magical Items
two sizes larger than they are, if they do the weapon
counts as a two-handed weapon. There is one thing that almost every adventurer covets.
The prospect of acquiring one may launch a quest all on
For each Size point lower than three a weapon is, its
its own. Upgrading to a more powerful or useful one is
bonus damage and mass qualities are reduced by one. A
cause for celebration. That is magical items.
weapon’s size quality cannot be lowered below one.
Most items with magical properties are enchanted
Armor Size Differences
with arcane magic, though there are some enchanted
Armor does not change its values as it changes in Size, with divine magic. Some are ancient artifacts while
but characters may not wear armor that is not made for others are newer or even recently made. Regardless of
their size. when they were made, magical items are a rarity. Many
adventurers may go their entire careers without
Varied Quality Weapons and Armor obtaining a magical item. This leads to the items being
The mortal realms are full of many different cultures, expensive and highly sought after.
peoples, and methods for creating arms and armor. As
Identifying Magical Equipment
characters travel around the realms, they may encounter
arms and armor of varying qualities, some better, some Most experienced adventurers can notice if a weapon
worse. As such not all equipment has the qualities listed has magical properties upon inspecting it. Arcane imbued
in this chapter. A GM may modify any piece of magical items tend to have a light glow and divinely
equipment’s qualities to be better or worse based on the imbued items are a bit brighter. Not only that, but the
item’s quality. items are extremely resistant to dirt and grime. But even
if an adventurer can notice that there are magical
78
properties, it’ll take a knowledgeable character to Adventuring Gear
identify what properties it holds.
Mundane items can be found in most towns and for a
A character may attempt to identify the properties of a small cost. Dragonslayer focuses on characters that have
magical piece of equipment with a Knowledge (magic) surpassed human limits and become something more. To
roll. This takes 30 minutes and has a goal based on how keep the pace with the great adventures lying in wait for
powerful the effects are. If the character succeeds, they Slayers, players can assume that their characters have
have identified the properties of the item. If they fail, access to simple items when they want.
they either misidentify the properties of the item or
Some mundane items can be quite useful for
know they cannot tell. A character may not try to identify
adventuring. These items are worth noting for
the same item again without a change in circumstances.
clarification of how much/many of the item a character
has.
Using Magical Equipment
You have found an excellent, magical piece of Gear Descriptions
equipment. Now how do you use it? For most weapons
Grappling Hook: These three or four pronged metal
and armor this is simple. Once a character has accurately
heads can be attached to the end of ropes to scale walls.
identified the capabilities of the magical gear, they are
able to use and activate those abilities at will. Lock: Various qualities of locks to protect valuables.
These locks determine the target for Larceny Skill Checks
Limited use items are slightly different. Limited use
to pick them. The targets for Simple, Average, Good, and
items include potions, scrolls, wands, and other similar
Superior are four, six, seven, and nine, respectively.
items. These items may be used only a limited number of
times. Potions and scrolls may only be used once, while Table 12:10 Adventuring Gear
wands have a set number of charges. Item Cost
Grappling Hook 10
Potions may be used by anyone simply by consuming
Lock, Average 10
it. By spending 2 SS the character may chug the potion Lock, Good 18
and its effects begin. Lock, Simple 30
Scrolls are slightly harder to use. A character must Lock, Superior 50
Rations, 1 day 3
make a Knowledge (Magic) SC to use a scroll, with the
Rope 1
goal varying based on the complexity of the spell. The
Torch 2
cost for this is between two and five Show Stages, with
more powerful scrolls taking longer. A successful roll Rations: One ration is enough food to last a character a
results in the spell taking effect while a failure does single day. Rations can be any type of food that is well-
nothing. A character may skip the SC if a character that preserved to last while traveling.
knows arcane or divine magic has explained the scroll to
them. Rope: Sturdy rope, made from anything from silk to
hemp. The cost listed covers 20 feet of rope.
Wands may be used simply by focusing and pointing.
This makes them easy to use, and dangerous. For attack Torch: A solid stick with a combustible material on one
actions made using wands, the character makes a PR end for illuminating areas. A lit torch has the effect Blast
modified by their Agility, Intellect, or Senses, their 8 and provides light to the affected area.
choice. Each use of the spell stored in a wand removes
one charge. When a wand runs out of charges it cracks Poisons
and becomes mundane. Many dangerous substances are found throughout the
mortal realms. These poisons generally use the Persist
effect with caveats. Topical poisons may require Wounds
79
damage to be dealt, while ingested poisons must be to make more powerful poisons, they’ll need to buy or
consumed somehow. find other ingredients.
Ingested Poisons
Poison Profiles
Crafting Poisons
80
The World of
Dragonslayer
81
Dragonslayer can be played in any mortal realm you of the other representatives vote against the church’s
choose. Create your own mortal realm, use the setting wishes.
provided in this book, or apply it to an existing setting, all
Atalark: A relatively new country, Atalark was formed
are valid ways to play. However, for those who prefer to
decades ago by the unification of several smaller lands.
have a guided setting, Dragonslayer does have an official
Coming together to form an oligarchy, these lands took
setting for the game.
the name of the largest Princedom among them. Now it
is ruled by the 12 noble families of the previous lands.
The World of Dragonslayer
Berratin: This country is an old and ever changing one.
Dragonslayer takes place in the mortal realms on a
Originally the lands were home to a seafaring clan of
world called, Agaria. Agaria is a massive world with large
Elves. As this culture declined and faded, a clan of
sections full of civilizations, barbarians, and monsters not
Dwarves moved in and took advantage of the iron rich
known to each other. Your games may take part in part
soil. These Dwarves gave the land its name, which means
of the ‘known world,’ described below, or in an
the Red Land. Eventually, this culture declined as well.
undiscovered part of the world, designed by your GM.
This means adventures may take part on Agaria, but not Dolgen: A wide, rectangularly shaped landlocked nation.
in a part previously elaborated upon, whether in this Dolgen sits east of the Rackas River and south of the
book or a sourcebook, allowing GMs to get creative with Shadowlands. Its position makes it the primary path for
the world of Dragonslayer while remaining in the setting. land travel from east to west. This through traffic is
helpful to the small nation as it lacks much industry on its
The known world of Agaria primarily consists of two
own.
continents, the northern continent, Arlen, and the
southern continent, Otten, though most common folk Haulivant’s Lands: The air dragon Haulivant runs the
simply refer to the two as the northern or southern lands immediately north of the Baronelles. The barons of
continent respectively. Both continents are rather large the Baronelles helped Haulivant establish her powerbase
and hold a wide range of countries, lands, and peoples. in these lands centuries ago. Many believe they did this
to have a stable buffer at the point of connection to the
Connecting the two continents is a long isthmus known
northern continent.
as the Baronelles. This country separates north from
south and east from west as it divides not just the The Dracoverte: This long strip of land sits to the east of
continents but the two inner seas as well. Haulivant’s lands, Aristreia, and the Ryugen Swamp.
Within these wild lands various dragons and their broods
The Northern Continent vie for supremacy. The constant struggles and battles
allow for little development to occur.
The northern continent is home to many different
lands with varied climates and topography. In general, The Ryugen Swamp: Once the central point of a massive
most of the countries led by the mortal races are similar empire, Ryugen is now a sunken land. It is overgrown
to feudal European countries of our own world or with vegetation, much of which is poisonous. The fauna
countries from the middle east contemporary with feudal of the region is abundant and almost universally
Europe. There are many dragon controlled lands on the dangerous. The region is so dangerous that very few ever
continent that vary greatly in terms of culture and civility. dare to travel within.
Aristreia: One of the oldest human led countries on the The Princedom of Vaun: This small country sits west of
continent, Aristreia is well-developed and internally the Ryugen Swamp and north of Atalark. The country is
strong. While technically a Kingdom, much of the rather small, but the people are proud of it and loyal to
governing happens in their Synhedrion. The Synhedrion the crown.
is a council made up of representatives of the local
The Shadowlands: The original lands of the Shadow
governors, the royal family, and the church. Despite this
Dragon, Seomhaad. After his defeat the Shadowlands
setup, much of the real power sits with the church. Few
continued to be devoted to him and his brood. Not much
82
is known about the Shadowlands or its people as most The Southern Continent
that travel within their borders do not return.
The Southern Continent is home to many lands and
Vallace: This country was founded almost 500 years ago cultures. Most of the known lands are of higher
by a hero known as Galland. The kingdom’s lands once temperature climates. Many of the cultures throughout
belonged to a Shadow Dragon, Seomhaad. Non- resemble South American or African cultures from our
dragonkin beings were used as slaves and entertainment
own world.
by Seomhaad and his vassals. The Genno, a tribe of
humans past the borders of the dragon lords’ lands, were Dolba: The land immediately south of the Baronelles is
assaulted and conquered by the dragonkin. Galland took controlled by the Dolba people. The government of the
control of the tribe and led a rebellion that eventually
Baronelles has not managed to stabilize this area as well
brought down the dragon and his forces.
as they have with their northern neighbor. Here a
powerful king rules the area and accepts customs for
The Baronelles trade through his lands. However, the Dolba people are
originally a tribal people, and some tribes take to raiding
The isthmus connecting the northern and southern caravans when the need or want arises.
continents is home to a country that spans the entire
landmass. The isthmus is now simply called the Dragomar: What started as a haven for peaceful dragons
Baronelles, after the country. with a lust for knowledge has become the small country
of Dragomar. Led by a council of dragons, this seaside
Getting its name from its manner of governance, the country is one of the most advanced technologically on
Baronelles are led by a group of eight baron families. the continent.
Each of these families was one of the original leading
families when humans moved into the land hundreds of The Evergrowth: This super dense jungle lies to the east
years ago. These families now lead a massively wealthy of the several small states that dot the eastern side of
and powerful nation in an oligarchic congress. the Scythe River and extends south to the eastern border
of the Misr Theocracy. It gets its name from its seeming
This powerful nation gains its influence from its never ending ability to regrow any cleared land within
strategic positioning. Being the connection between the days.
two continents affords it a large amount of influence
over the trade. The baron families have also created Misenti: West of Dolba and north of the Rakis Empire lies
powerful fleets to police the Turas Sea to the west and another tribal people known as the Misenti. These
Niall Sea to the east. This allows peaceful seaborn trading people do not have a collective government, but all the
between north and south, with the added benefit of the land inhabited by them is referred to as Misenti. Their
Baronelles getting to essentially gatekeep who can and lands are also inhabited by several Elven clans, with
can’t trade. which they have a long and peaceful history with.
The isthmus is quite long and, at points, somewhat Misr Theocracy: This ancient and powerful culture has
wide. This means that the country is actually large dominated the area south of the Yusain Desert for over a
enough to be split into multiple countries. The fact that it millennium. The organization of their nation has changed
remains so tightly unified is testament to the high quality multiple times and is now a theocracy, led by their high
of family leaders amongst the baron families. However, priests of each of the Pentonic Gods.
due to the distance the regions have developed unique
atmospheres and cultures. The country is 90%
metropolitan, but the city changes as you travel from one
end to the other.
83
provides elemental energies and stabilizes the elements
of all other realms.
84
Gods &
Goddesses
85
The many people and races of the mortal realms serve Exemplar can use every spell that their deity makes
and/or fear a wide pantheon of gods. The gods available to blessed followers.
themselves have long ago agreed to not directly
intercede into the mortal realms or the problems of their
people, but they often find some way to aid their
followers.
86
Golgan and Shen Di often work together, though the Sible: Goddess of Plants. The goddess of cultivation has
former seemingly has no interest in earth other than an elf-like appearance. She is usually depicted as wearing
stone. Many subterranean races worship Golgan as their living plants as clothing and accessories. She is the
primary god. favored goddess of farmers.
Holden: God of leadership and heroes. Often seen as the Streggos: God of the Skies. Physically, Streggos
leader of the gods, Holden oversees the divine realm. resembles an unusually large Elf with true white hair,
Holden’s strong sense of good and deep desire to save which has feathers poking out intermittently. He is a
those in need makes him the natural patron deity of favorite deity for many dragons, especially air element
aspiring heroes and many adventurers. ones.
Ittaxa: Goddess of animals. Ittaxa’s physical appearance Titan: God of Strength. The largest of the Pentonic Gods,
is human like at its base, but with numerous animal parts Titan is a mass of muscle. He is known to change shape,
swapped out. Her sweet and caring nature makes her a skin tone, and even grow plates or other sturdy objects
favorite deity of the peaceful and empathic. Many on his limbs. Because of this, art depicting Titan is
mothers pray to Ittaxa as she has born more of the Ioanic massively varied. The one constant in depictions is his
gods than any other. signature deep socketed eyes in a trademark scowl.
87
Beregrin: God of the Forge. A son of Opheria and Golgan. Odessa: Goddess of the Moon. An Elf raised to divinity in
Beregrin finds his mother shameful and so has aspired to ages past. Her symbol is a crescent moon and an arrow,
aid his father’s role. He is most often portrayed as Dwarf derived from her role and depiction as an archer. Despite
like, but with excessive amounts of hair from top to appearing frail and having a kind heart, she is aggressive
bottom. against evil.
Chiolt: God of Civilization. Chiolt is the eldest son of Paruvia: Goddess of the Harvest. Second daughter of
Ittaxa and Kol’kun. He is known as the being of a Ittaxa and Kol’kun. She is also known as the goddess of
thousand faces as it is said that each morning he plenty. Paruvia is portrayed as having dark skin and hair
awakens with a new face. Leaders of countries and resembling that of golden wheat.
colonists pray deeply for the patronage of Chiolt in hopes
Yoln: God of the Sun. Yoln was the first mortal raised to
that their civilization thrives.
divinity. An unnaturally tall Dwarf in his mortal life, his
Maminon: God of Greed. Son of Golgan and Arethia. legendary deeds led to his elevation and lofty role. He
Often considered the most handsome of the gods, was famous for his skill in defense, so he now controls
Maminon has used that to get his way for millennia. He the son, protecting all the mortal realms.
has taken his father’s love of precious stones and metals
to new heights. Now he desires everything.
88
Gamemasters
89
Players create characters to navigate the world of Game Master
Dragonslayer and guide through epic adventures. To
First and foremost, the GM is the literal master of the
facilitate these adventures, one of the players takes on
game. You have final say over the story, rules, results of
the role of Game Master. The Game Master is a player
rolls, and most everything else. The only things you don’t
who helps run the game and guide the other players
control are the Player Characters. In a way, you wield
through their adventures. The GM plans and runs the
ultimate power over the game and its world. It is
acts of the show that is Dragonslayer. This chapter goes
important to understand the rules (or be clear on your
through the different tasks a GM typically takes on and
house rules) and wield this power with the object of the
give suggestions on how to complete these tasks
game in mind.
smoothly.
Helper
The Purpose of this Chapter
Your role doesn’t stop at having final say in the game.
This chapter has two goals. The first is to help guide
Using your knowledge of the game, you should also fill
gamemasters who have never run a game before. The
the role of a helper. You help new players make their
first half of this chapter is built around answering
characters, resolve player conflicts, help with
questions new GMs may have as to their role in the game
understanding the rules, etc. If a player is going to make
and guidelines for fulfilling that roll.
a poor decision based on their lack of understanding the
Experienced GMs may want to skip straight to the rules, you step in and let them know. Sometimes players
People of the World section. Suggestions and guidelines make the decision anyways as it’s what their character
specific to Dragonslayer begin there. The latter half of would do, but your job of ensuring it was a character
the chapter seeks to give guidance on what are decision and not a misunderstanding has been
appropriate goals for Dynamic Rolls, answer questions completed.
related to Dragonslayer lore, and give suggestions on This role comes up a lot more with new players and
how to implement different rules into your games. newer parties. As players become more accustomed to
the rules, they tend to need less aid. However, in the
What it Means to be a GM beginning a GM should actively ensure that the players
Outside of the GM, each player has a single character understand the possible outcomes of their actions. For
to control throughout the acts of the game. They make new characters, a GM should provide suggestions and
the decisions for that character and try their best to fulfill options based on the game story and the desired
the role of the character. Dice rolls for the character are character of the player.
done by that player and character advancement is
Storyteller
decided by them. When you are the GM, you fill many
more roles than a single character. As Game Master, you A role-playing game is nothing without its stories.
are responsible for preparing the acts, controlling non- Players rely on you, as the GM, to craft a compelling
player characters, and helping the story flow through story and world for them, as their characters, to interact
goal setting and rules calls. with. Creating the story isn’t the end of this role though.
Players also rely on you to alter the story, react quickly
The Game Master has more responsibilities but also
and rationally, and engage their characters in response
gets a larger amount of control over the game and story.
to the actions they take and decisions they make.
It is the GM who decides how the game world reacts to
the actions of the players and who decides what the A good GM has a compelling story and setting
setting is. While the GM has more control over the world planned, with plans involving each character individually,
of the game, it’s important to remember that all players but does not rigidly stick to their plan, but instead reacts
work together to build the story. and alters the story based on the actions of the
characters. Remember, a role-playing game is a mutually
90
crafted story, not a story you craft and the players just resurrection of the deceased. There are many options
coast through. that you may use to tie a death into the story.
91
People of the World their wariness, the populace may avoid the Slayers and
sometimes even refuse to interact with them.
As GM, you control all Non-player Characters,
including the random townsfolk and citizens of the Antagonistic
world. These characters can be very important to the
theme and story of your game. As all Player Characters While some regions may go as far as worshipping
are Dragonslayers, the people of the world may interact Slayers, others hate them. This can be due to their
with them differently when aware of the fact that they draconic blood, interaction with drakes, or a plain old
are Slayers. fear of what’s different. People from these areas avoid,
attack, or flee from Slayers.
In general, large population centers are more
accepting or indifferent towards Slayers. Remote regions Mutations
can range from welcoming to antagonistic depending on
Characters with mutations may find that populaces
their experiences. Most regions become more and more
respond to them differently. Most of the time, the
welcoming the more they interact with Slayers.
reaction of the populace depends on their knowledge of
Worshipping Dragonslayers. A welcoming culture and an antagonistic
culture might respond to mutations the same way but for
Depending on the region the people may fawn over different reasons. The welcoming culture can know that
the Slayers, treat them as heroes, or even worship them. mutations often stem from overuse of the Slayer’s
These regions usually have a time in their history when a draconic powers, suggesting a lack of control on the
Slayer hero lead them to victory in some struggle or to Slayer’s behalf while the antagonistic society finds the
defeat a particularly powerful evil. Over time this story look to reflect the hated dragon within.
developed into a religion or cult for all Slayers.
Mutations don’t always mean a different reaction or a
Welcoming negative one. Characters can find that when their
mutation is discovered the people don’t pay it any mind
Some regions and cultures view Dragonslayers as
or actually think it is neat. It is up to you as the GM to
heroes, people who have ascended above humanity in an
determine how, when, and why a populace reacts to
attempt to save it. These cultures openly welcome
mutations of the PCs.
Slayers. Slayers in these cultures may interact with
people with little to no difficulty and perhaps enjoy some
Drakes
benefits.
Drakes are powerful foes for any Slayer, meaning that
Indifferent humans rarely stand a chance. Once noble Slayers
themselves, Drakes have been overcome by their
There are regions in the world that simply don’t care if
draconic blood. Drakes are universally evil. Their previous
a character is a Slayer. They may have expectations of
selves have become lost, and they have essentially
what they can and should do, but they don’t generally
become a different being. They retain all of their
treat Slayers differently than others.
memories and skills but have enhanced powers.
Wary Characters who overuse their dragon powers have a
chance to become a Drake.
Characters sometimes find themselves in situations
where the local populace doesn’t really know how to Due to the origins of Drakes and their tendency to
take Slayers. Perhaps they have never seen or interacted harm others, they often cause the feelings of a region or
with a Slayer before or perhaps they have had bad culture to change. Many people in the world view Drakes
interactions with Slayers or Drakes. Sometimes the and Slayers as the same, not understanding the
populace is just wary of all things draconic after centuries difference between the two. This can cause rifts between
of living in fear of dragons. Regardless of the reason for the people and Slayers based on the actions of the Drake.
92
Drakes may even purposefully act against a people in the development other than what they are. Most monsters,
hopes to turn them against the PCs. henchmen, and townspeople fall under this category.
Groups
Oftentimes the story causes multiple of the same kind
of NPC’s to be actively involved with the Slayers. These
can be anything from military unit, a mob of bandits, to a
swarm of goblins.
Named: Named NPCs are characters that are fleshed out A group acts in combat as a single being. A group of
and have a story and personality but are not controlled four kobolds acts at the same time with one action.
by the players. These characters can be villains working When they attack, it’s a single attack action.
against the PCs or allies that help them. Overwhelming penalties when fighting groups are
calculated as normal. If four kobolds surround and attack
Unnamed: These NPCs are random day-to-day denizens
of the world. They don’t require more character
93
a single character, that character suffers from three Many skills and abilities specify goals for actions
overwhelming, though only a single attack roll is made. associated with them. It is suggested that you adhere to
these in most circumstances. Despite these suggested
When taking damage, the group again acts as a single
goals, there are many more cases where you must
being. Each group has a wounds value followed by a
determine the goal on your own. In these circumstances
value in parenthesis. The value in the parenthesis is for a
you may use table 13:1 for guidance.
single member of the group. As groups take damage
equal to this value, members are removed. For instance, Table 13:1 Suggested Goals by Difficulty
the group of four kobolds has 16 (4) wounds, meaning Difficulty of Action Suggested Goal
altogether the group has 16 wounds but for every four Very Simple 2
wounds dealt the group loses a member. This means that Simple 4
a single attack against a group may remove multiple Moderate 6
members. Groups are considered defeated only after the Difficult 8
final member is defeated. A group never makes a Fight Very Difficult 10
Extreme 12
roll to continue after going to 0 or fewer wounds.
When taking actions, a group functions as a single After setting a goal you may choose whether to reveal
character. However, once a group has begun an attack the goal to the player. In some situations, you may
action, other members may continue moving into decide that it adds to the game for the player to only
contact with the target while the attack is being made. know if they were successful or not and not know the
So long as these members are within range by the time goal. Other times you may freely give the goal number so
the attack action has finished, they are considered to be that they may determine on their own if they succeeded.
engaged and overwhelming. Each GM has preferences, try out both ways and
determine which works best for your game style.
Specialties
An Example of Setting Goals-
Specialties are ways for characters to enhance a
certain skill but only in specific situations. They are very Bravery and Tactics
powerful in allowing characters to specialize and
In situations where a character may have their bravery
enhance their skills quickly. Because of this it is
tested, it is up to you to determine the goal. For
important that you know when to ok specializations.
creatures with the Fear feature the goal is listed with the
Players need to attain GM approval before they can feature (e.g. Fear 6), but for mundane situations you set
take a specialty. This is to ensure that each specialty is the goal.
specific enough. A specialty for ‘swords’ is much too
In this example we look at the character, Khoran.
broad for the 1-H Melee skill. If a character asks for a
Khoran finds himself in a situation where he is being
specialty that’s too broad, try offering suggestions to a
chased by multiple powerful dragonkin. The route he was
more specific specialty. If they say ‘swords’ ask if it could
taking turned out to be a dead end. He now faces a
be swords from a certain country, or perhaps a specific
situation where multiple powerful foes are closing in on
type of sword like rapiers or longswords.
him coming from his only escape route. As the creatures
close in you call for a Bravery check.
Goals of Rolls
Khoran’s situation is dire, it would take a large amount
One of the most common jobs for a GM is assigning a
of courage to remain unaffected at his closing fate, so
goal for a roll. Whether the roll is a Skill Check or a
you decide the roll is Very Difficult, a standard goal of 10.
Probability Roll, you must consider the action being
However, Khoran has faced this kind of dragonkin before
attempted and determine a goal that the roll must reach
and emerged victorious. You feel that is worth one point
to be successful.
off and reduce the target to nine.
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In this circumstance, you used the story to determine Success at Cost
how difficult it was for Khoran to remain composed and
When a character hits a goal number exactly, they
then consulted the table for a suggested goal. You felt
succeed, but at a cost. They don’t quite perform the task
the goal was a bit too high considering Khoran’s past
well enough for it to be a full success. In these situations,
with these foes and dropped the goal. Determining a goal
the GM needs to quickly determine what the ‘cost’ of
can be easily done simply by consulting the story.
their success is. Whatever you decide, the player must
Tactics still succeed in the action they were attempting.
The Tactics skill can be trickier to determine goals for. To determine what the ‘cost’ of their success is
After a player announces that they want to attempt a consider the situation and determine something that
tactics roll, you must first determine what they might would be detrimental to the player. Are they fighting off
discover upon a successful roll. This can mean multiple two foes in hand-to-hand combat? Perhaps they
goals may be set, each revealing different information. successfully hit one but in doing so left themselves open
to the other’s attack. Did the character successfully
In our example, Eulous has determined that his and his
explain their position in a social combat, only to have
allies attempt at fighting a monstrous dragonkin is going
alienated the audience in doing so? It is a good idea to
poorly. They can’t seem to harm the creature in any
have a few mundane ‘costs’ that you can fall back on.
serious way. Eulous attempts a Tactics roll to come up
Ranged characters can run out of ammo or characters
with a better solution to the battle. You came to the
lightly damage themselves in their action. These let the
session prepared and had two pieces of information that
game keep flowing if you can’t come up with a ‘cost’ off
can be gleaned by watching the battle with a tactical eye.
the top of your head.
The first is that when the creature stomps the ground, it
is creating small crevices and these crevices could
Concentration
possibly fit a character in, protecting them from attacks.
The second piece of information is that the creature is Players regularly will make rolls with concentration
moving in a way that it always has the area immediately modifying the dice results of their pool. What happens
below its ribs protected. A strike from below can hit this. when a character has no time to concentrate? As a GM,
you can mix up rolls and challenges by dictating that a
The first piece of information is relatively simple for a
player cannot concentrate on the roll, or may only
character to notice. The suggested goal is four and you
concentrate to a lesser degree. This can make rolls feel
decide that’s ok. The second piece requires a watchful
more dynamic or pressured.
eye and understanding of the creature’s movements.
This is a very difficult action with a suggested goal of 10. Likewise, in some situations, you can allow players to
Again, you think this accurately sums up the situation. If use more concentration than normal. Perhaps as a
the result of Eulous’ SC is greater than or equal to four he benefit to a critical success or from a feat. Allowing this
learns of the stomp’s effect. If the result is 10 or greater, gives players more options and makes the game more
he also learns of the weak spot. exciting.
Feats
Feats are actions within combat that are outside of the
regular combat rules and provide a specific result. These
can range from trying to fake out an opponent to
bypassing a foe by swinging on a chandelier. These
actions are a great way for players to add excitement to
the show and a GM should encourage players to attempt
them.
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What Constitutes a Feat? Performing Feats
When a player tells you that they wish to perform an Now that the player has let you know what they want
action that isn’t clearly outlined in the combat rules it is a to do and you have an idea of what the benefit of their
feat. Feats can also be actions that are covered in the action is, it’s time to perform the feat. The first step in
rules, but the player is attempting to combine them performing a feat is the same as all actions, add the cost
together. of the action to the character’s SS. What is the cost?
That’s up to you. How long would it take to perform the
Benefits of Performing Feats action? The number of seconds it would take equals the
Players benefit from feats by getting desired results cost. If you are ever unsure of a cost for a feat, compare
for their character that are not covered by the rules. the action to those listed in this book and find something
Feats allow players to work around the challenges laid in similar to the action to model it from.
front of them by you in unique and clever ways. Players The character is performing the feat as the SS ticks on.
and the GM can benefit from feats as they can be quite When it matches their SS again, they have completed
entertaining and spice up combats. their action. To measure success, you must give the
Players should first explain to you what they wish for player one or more Dynamic Rolls to pass. Think through
their character to do. You determine what the benefits of the action they are performing, what skills might they
that feat would be. If they want to fake out an enemy, need to perform the action accurately? Are there any
perhaps you decide the result is that the enemy is parts of the action that require an amount of luck? The
exposed and has their SS increased. If a character is answer to the first one lets you know what, if any, Skill
sliding under a Size 5 creature and striking as they do the Checks to call for. Your answer to the second determines
result may be increased damage or lowered defenses. It if you should call for any Probability Rolls.
is up to you as the GM to look at the situation and the Determine the goals for the roll(s) as normal. If
action performed to determine what the benefit of such successful describe or have the player describe their
an action should be. action and inform them of the benefits.
Oftentimes feats are heroic actions by the characters
Heroic Feats
taking heavy risks to reach for big rewards. When
characters pull off a particularly heroic feat you may wish Dragonslayers are capable of actions much more
to reward them with a hero point as well. This can complicated and difficult than those a normal human
encourage players to try new and exciting actions in could perform. Players like to use the capabilities of
combat situations. Slayers to perform some heroic actions. These actions
usually fall under feats.
Downsides of Feats
Heroic feats add excitement and uniqueness to a game
The benefits of feats vary depending on the situation and players are encouraged to try them. As GM you may
and feat attempted. This means that the downsides vary even wish to offer bonuses to characters that attempt
as well. It is up to you, as the GM, to determine what the these heroic actions. These are usually bonuses to
effects of the character failing in the feat would be. Is the increase their likelihood of success. By granting bonuses
character attempting to run along the walls? Then they for feats like this you can encourage players to attempt
misstep and fall, now lying prone. The character wants to actions that are out of the box and bring excitement to
swing from a chandelier across a hall as they swing at your combats.
foes below them, but they fail to get to the chandelier
Not all GMs prefer to provide bonuses for these feats
completely, and is hanging by fingers.
and that’s fine. Dragonslayer is your game as the GM, if
The most common downside for a feat is that the you don’t think the heroic feats fit your game then don’t
action creates openings for their opponent, regardless of offer bonuses for attempting them. Remember, the goal
if the action succeeds or fails. of the game is for everyone to have a good time, the
96
rules are just here for you to help your group achieve more involved in the story and come up with unique
that. ways to interact with the game. A player could use a
point to get to name the tavern they are staying at or to
Rewards place a small ledge a little way down on a cliff their
character falls over. These small things can allow players
The Slayers have raided a dragon’s lair and made off
to feel more attached to the story.
with as much of the treasure as they could. What
treasures did they acquire? What new skills did they Gaining Hero Points
hone during their adventure? These are the rewards a
Each character begins with one hero point and can
GM hands out during and after an adventure.
have no more than two hero points at any given time.
The only surefire way to gain a hero point is to level up.
Arcane & Divine Magic
When a character progresses to the next character level,
The players do not have access to arcane or divine they gain one hero point.
magics, but they may encounter beings who wield them.
GMs are encouraged to use hero points as a reward for
Chapter 9 explains how these magics are defended
engaging gameplay and thrilling antics. When players are
against. As these magics are difficult to counter, they are
especially involved or act in a particularly heroic way,
a very dangerous tool for NPCs. For the quickstart rules,
hero points are a good reward to encourage the
avoid bringing in these magic types.
engagement. Common ways to reward hero points are
Hero Points when a character puts themselves in extreme danger for
the benefit of another, a player is consistently role-
The player characters are the heroes of the story, and
playing and focused on the game, or if the party
it can sometimes seem like fate has blessed them. Hero
completes a milestone in the story. It is up to you how
points is an optional rule that GMs can decide to use in
you want to reward hero points. Use them to encourage
their games to represent this and allow players to feel
the style of play you would like to see in your game.
more involved in the story and its outcomes.
Hero points have three primary uses to allow players Monster Stats
to decide when fate smiles on their character. The first is
No adventure is complete without fantastical beasts
the most straightforward. Anytime a player is to make a
and creatures to overcome! Below are some creature
roll of any kind, they may spend a hero point instead of stat blocks for use in planning your game sessions. Use
rolling one of the dice. This die is not rolled, instead the these or create your own to create engaging and exciting
player dictates what the die result is. This result is obstacles for the players to overcome.
counted as the official result of the roll. A player must
always do this before rolling the die. Understanding Monster Stats
A second use of a hero point is a defensive blessing. Monster stats are the same stats PCs have. However,
When a PC is going to take wounds damage from a there is a good bit of shorthand. Monsters and creatures
source, they may spend a hero point to instead take the don’t need to be as fleshed out as complicated and deep
characters.
damage as vitality damage. This can be used on a critical
strike. Monster Name or Title
The final primary use of a hero point allows the player The first part of each creature entry is the name or title
to dictate some small part of the game or world. This that the creatures are commonly known as.
allows the player to narrate a part of the story or decide
about the setting in some way. Any declaration about the Tags
story should be plausible and the GM has final say on A tag puts the creature in different categories. Some
whether the declaration is implemented or not. GMs tags may come with innate abilities or weaknesses. Most
may also decide that particularly large story declarations tags are used in relation to spells and abilities and for
cost two hero points instead. Using this, players can be story purposes.
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Defenses Attack Rate
The defenses of the creature are listed at the top for Attacks of creatures is simplified compared to PC
easy reference. attacks. While PCs have lots of class features, abilities,
and spells that can modify their attacks, NPCs and
Vitality creatures are often summed up for the ease of the GM.
If the creature has vitality, the amount is listed here. While many creatures have special attacks they may
do listed under their features, they also have an attack
Wounds rate. This is the Cost of a creature’s basic attack action
with their weapon of choice. This allows creatures to be
The total wounds the creature typically has. If there is
more deadly towards PCs without having to rely on lots
a number in parentheses, this is the number of wounds
of special features for the GM to memorize.
the creature has when part of a group or that they would
need to take a Fight SC after taking. Features
Size Any special abilities or features of the creature are
listed under the stats. The titles of the features are
The typical size of the creature is listed here.
boldened. Underneath each title is a description of what
Rank that feature does.
Speed
Attributes
Skills
Any skill that has a value differing from the value listed
next to the attribute is listed under the attributes.
Armor
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Index
Act ......................................................................6 Dynamic Rolls (DR) ...........................................8
Scene .................................................................... 6 Goals ................................................................. 96
Show Stage (SS) .............................................. 6, 50 Modifiers........................................................... 20
Armor .................................................... 21, 49, 78 Probability Rolls (PR) .........................................8
Attacks.............................................................. 45 Skill Checks (SC) ................................................8
Counters.............................................................52 Success at Cost ............................................21, 97
Coup de Grace ................................................... 52 Effects .................................................... 54, 57, 65
Grapples ............................................................. 55 Element ........................................................... 6, 7
Line of Sight ........................................................46 Endurance
Location Die ........................................................ 47 Exhaustion ........................................................ 55
Attribute ............................................ 6, 18, 21, 72 Engaged ............................................................ 53
Attributes ............................................................7 Experience Points (XP) ............................... 6, 8, 17
Bleed ................................................................. 49 Exposed............................................................. 55
Blood Potency (BP) ........................6, 18, 39, 68, 70 Feats............................................................ 55, 97
Breath Attacks................................................... 62 Goal.....................................................................6
Carrying Capacity ............................................. 73 Gods & Goddesses
Character .............................................................6 Blessings............................................................ 88
Class ................................................................ 6, 7 Ioanic Gods ....................................................... 89
Anima ................................................................ 11 Pentonic Gods................................................... 88
Augmentation Slayer ........................................ 11 Groups ........................................................ 51, 95
Culler .................................................................12 Hero Points ................................................. 71, 99
Heartseeker ........................................................ 13 Jump Distances ................................................. 73
Hybrid Slayers .................................................. 13 Mass ........................................................... 57, 76
Scales .................................................................. 14 Movement................................................... 45, 51
Scholar ............................................................... 14 Difficult Ground ................................................. 45
Sights ................................................................. 15 Speed ................................................................. 45
Tongues ............................................................. 15 Withdraw ........................................................... 53
Contents.............................................................2 Mutations.................................................... 70, 94
Core Effects ...................................................... 61 Openings ........................................................... 53
Cover ................................................................. 47 Range .......................................................... 39, 46
Currency ........................................................... 76 Renown ............................................................. 68
Damage ............................................................. 48 Replenishing Supplies........................................ 73
Major Injuries ....................................................57 Resting .............................................................. 71
Massive Wounds ............................................... 56 Shield ................................................................ 79
Defense ......................................................... 6, 47 Size ................................................................... 51
Overwhelming .................................................... 53 Skill .................................................... 6, 18, 20, 21
Defensive Stance ............................................... 53 Armor Use .......................................................... 22
Dice Pool .............................................................6 Bravery ............................................................... 22
Dual Wielding .................................................. 54 Charm ................................................................ 22
Dynamic Roll (DR) ................................................6 Charm Magic ...................................................... 23
Modifier ................................................................ 6 Combat Magic .................................................... 23
Probability Roll (PR) .............................................. 6 Command .......................................................... 23
Skill Check (SC)...................................................... 6 Deception .......................................................... 24
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Detection ............................................................24 Opposed Rolls ................................................... 21
Empathy.............................................................. 24 Social Combat
Endurance ........................................................... 24 Credit ................................................................ 64
Fight .................................................................... 24 Crowd................................................................ 64
Knowledge .......................................................... 25 Spells ................................................................ 38
Larceny ............................................................... 25 Air Magic .......................................................... 39
Medicine ............................................................. 25 Casting Goal ................................................38, 61
Melee One-Handed ............................................26 Earth Magic ...................................................... 40
Melee Two-Handed ............................................ 26 Fire Magic ......................................................... 41
Mobility .............................................................. 26 Iron Magic ........................................................ 41
Perception .......................................................... 26 Light Magic ....................................................... 42
Ranged- Projectile .............................................. 27 Preconditions ...............................................38, 61
Ranged- Thrown ................................................. 27 Shadow Magic .................................................. 42
Resistance ........................................................... 27 Tags ............................................................ 38, 46
Scent ................................................................... 27 Spell Tags ........................................................... 38
Shield ............................................................ 27, 57 Target ............................................................... 46
Socialize .............................................................. 27 The Baronelles .................................................. 85
Specialties .................................................... 21, 96 The Northern Continent ................................... 84
Stealth........................................................... 28, 51 The Southern Continent ................................... 85
Tactics ................................................................. 28 Threat................................................................ 47
Unarmed ....................................................... 28, 50 Vitality........................................................... 6, 18
Vigor ................................................................... 28 Recovery............................................................ 50
Wilds ................................................................... 28 Wound .............................................................. 18
Skill Checks (SC) Wounds ...............................................................6
Concentrating .................................................... 20 Recovery ............................................................ 51
Cooperating ....................................................... 21 Zones ................................................................ 45
Critical Success ........................................... 21, 52
100