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Dragon Warriors

House Rules 1:
The Warrior
Warriors and
Professions
Combat.
Knights
Knights are basically professional
warriors who share the same combat
style and attitude to fighting.
Despite their name, knights can be
of any social class; but despite this,
I believe social class should still play
a part in their concept. With this in
mind, the following rules addendum
presents four distinct versions of the
knight profession, the 'Knight
Errant'; the ‘Knight Patrician’; the
‘Knight Equestrian'; and the 'Knight
Vulgaris'.
All four knight packages use the
same game mechanic, apart from
the knight's starting special abilities.
The special ability ‘package’ detailed
in the rulebook now refers to the
knight ‘Errant’, which represent
knights of any social background
who decide to wander the land in
search of fame and adventure.
A player character wishing to
become a ‘Knight Patrician’ will need
The following pages are a revamp of to roll 'Nobility' on the knight's
my original house rules for warriors 'Background Table' in the main
and combat, adapted for the new rulebook. Player character Patricians
edition of Dragon Warriors. are assumed to be low-ranking
This document is intended to be a members of the nobility, probably a
work of non-profit making fan cousin or a younger sibling to the
appreciation and is not meant to family's true hair. They therefore
challenge any copyrights and/or has little prospect of inheriting any
trademarks. These rules additions real wealth or power, forcing them
are not official and the current out into the world to forge their own
owners of the Dragon Warriors RPG destinies.
at the time of writing are Serpent A player character wishing to
King Games. become a ‘Knight Equestrian’ will

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need to roll 'Gentry' on the Armour Expert;
'Background Tables'. The Gentry are Ride Warhorse; and
non-commoner households who
provide nobility with their attendant Track.
knights. The heads of such families The ‘Track’ ability reflects the Errant
are often given stewardship of small Knight’s experience of living rough
keeps and villages. on campaign, and it can therefore be
Player Character 'Knights Patrician' assumed to also include basic
and 'Knights Equestrian' can be outdoor survival skills, such as
assumed to have been 'officially' setting up a camp, finding shelter,
knighted, and may use the title 'Sir'. building a fire, and basic campfire
cooking.
A player character who becomes a
‘Knight Vulgaris’, is assumed to be a
military trained commoner, used The Knight Patrician
primarily as an armoured foot
soldier. Knights Patrician are military trained
nobles who forgo the ‘Track’ ability
in return for 'Wealth and Status. Like
The Knight Errant all other knights however, Patricians
still gain the ‘Armour Expert’, and
Errant knights are romantically ‘Ride Warhorse’ abilities.
thought of as low ranking members
of the Nobility who have chosen to The ability 'Wealth and Status’
go questing in search of honour, affords the knight a high level of
fame, and fortune. Knights Errant deference and respect from any NPC
are in fact far more likely to be of a lower social status, when within
military trained commoners who; for their own kingdom. It can also be
one reason or another, find helpful sometimes, when travelling
themselves without employment, abroad in similar feudal cultures.
wandering the land in the hope of Being of ‘high birth’, Patricians are
providing for themselves. expected to follow the knightly code
Most errant knights would therefore of chivalry, and to swear an oath of
have had some campaign experience fealty to another knight or noble of
prior to 1st Rank, resulting in a set higher social status. Patricians are
of well-rounded abilities, and some also entitled to carry a personal Coat
half decent equipment; probably of Arms to identify themselves on
looted from the battlefield. the battlefield. The Patrician’s Status
is usually evident from the knight’s
A Knight Errant is initially equipped general bearing and behaviour, from
with plate armour, shield, dagger, his or her coat of arms, and from the
lantern, flint-and-tinder, backpack, quality of his or her equipment.
25 florins, and a sword or morning
star. Knights Patrician are initially
equipped with plate armour, shield,
The starting Special Abilities for dagger, lantern, flint-and-tinder,
Errant Knights are: backpack, 25 florins, a Warhorse

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with saddle, tack and harness, and of higher social status. Unlike
a sword or morning star. Patricians however, Equestrians do
not start with any extra wealth or
This starting equipment can be
possessions.
assumed to be of the highest
quality, and worth 50% more than Equestrians may be entitled to carry
their normal counterparts. a personal Coat of Arms with the
referee's permission, and depending
In addition to the knight's usual on the character's background story.
starting equipment, the ‘Wealth and
Status’ ability also gives the Knights Equestrian are initially
Patrician a surcoate and banner; equipped with plate armour, shield,
displaying his or her personal coat of dagger, lantern, flint-and-tinder,
arms, as well as items of fine backpack, 25 florins, a Warhorse
clothing, various pieces of jewelry, with saddle, tack and harness, and
and other small trinkets (all together a sword or morning star.
worth an additional 5d6 Florins). The Equestrian's starting abilities
This 'wealth' represents the knight’s are:
status in society, and should not be
bartered away lightly. Armour Expert;

The Patrician's starting abilities Mounted Combat; and


are: Ride Warhorse.
Armour Expert;
Ride Warhorse; and The Knight Vulgaris
Wealth and Status. Knights Vulgaris are commoners
who have been trained in the
knightly arts, and as they are used
The Knight Equestrian primarily as armoured foot soldiers,
Knights Equestrian are military they forgo the 'Ride Warhorse'
trained Gentry who are primarily ability in return for 'Forage' (as per
used as cavalry during times of war. the new Hunter's Ability in the
Because of this, they forgo the 'Player's Book Preview').
‘Track’ ability in return for 'Mounted 'Ride Warhorse' now joins the other
Combat', which gives a +1 bonus to abilities that become available from
armour bypass rolls when fighting 8th rank.
from horseback with any hand to
hand weapon. Like all other knights, Knights Vulgaris are soldiers and
Equestrians still gain the ‘Armour mercenaries, and are rarely
Expert’, and ‘Ride Warhorse’ expected to swear a lifelong oath of
abilities. fealty or abide by the knightly code
of Chivalry. In times of peace, they
Like Nobles, Equestrians are are usually released from service,
awarded a certain level of deference and often become Errant Knights.
from those below them in station.
They are also expected to follow the Knights Vulgaris are initially
knightly code of chivalry, and swear equipped with plate armour, shield,
allegiance to another knight or noble dagger, lantern, flint-and-tinder,

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backpack, 25 florins, a 'standard' obedience from those who are
horse with saddle, tack and below; scorning those who are lowly,
harness, and a sword or morning ignoble, ill-mannered, coarse, or
star. crude; performing military service
for their liege lord when called upon;
The Vulgaris' starting abilities are:
and showing courtesy to ladies.
Armour Expert;
Characters may not necessarily
Forage; and choose to follow the knightly code of
Track. chivalry, but unless they pay it at
some lip service, they will lose
respect from their peers, and this
New Ability: Forage situation will remain in place until
the Patrician can make amends.
A skilled forager is an expert at
finding sustenance in the wilderness.
He must make a Perception roll, and
beat a difficulty number assigned by
the GM. The GM then rolls an
appropriate die to determine how
long the forager takes in finding the
food and water. The three basic
levels of foraging ability by any
terrain are:
Type TN Time
Fecund 8 1d3
Fertile 12 1d3+3 Barbarians
Desolate 18 1d3+6
In the original Dragon Warriors
The result of the die roll indicates game, Barbarians did not
how many hours it takes for the automatically gain the 'Track' ability
forager to find a day’s food and and in my original house rules, I
water for a number of people equal differentiated between the different
to half the forager’s Rank. barbarian cultures by deciding
whether they got Berserk or Track
as a starting ability. To maintain
The Knightly Code of Chivalry game balance, I am not changing
The knightly code of chivalry the new rules for barbarians, so they
determines the behaviour expected continue to get both abilities.
from noble born knights, and Barbarian characters however do
includes: performing noble quests; need to identify the culture from
defending to the death any item or which they have come. As many
person placed in their charge; early campaigns are likely start in
showing courage and enterprise; Albion, an ideal homeland would be
obeying their rulers and liege lords; Thuland (and possibly some of the
showing respect for their peers; more isolated regions of
honouring those who are above their Cornumbria).
station; demanding respect and

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Barbarians are initially equipped with
full mail armour, dagger, lantern,
Thanes and Hunters
flint-and-tinder, backpack, 6d6 Details of the 'Thane' Profession can
florins, and a battle-axe or a two- be found in 'Ordo Draconis' 2. It
handed sword. offers an alternative version of the
‘Forage’ ability and the new ability of
Special Abilities for Barbarians are:
Carouse. Knights Vulgaris may select
Berserk; Carouse instead of Forage if they
Ride warhorse; and wish, and Barbarians may select it
instead of track.
Track.
Barbarians do not get the 'Armour
Expert' ability, but can wear any Forage (by Stephen Dove and Lance Melville):
armour up to a suit of full mail A skilled forager can always find food
without suffering any combat for himself and 1d4 other people (player
penalties. They are unused to rolls each day), provided he is in a
fighting in plate armour however, terrain that is similar to that of his
and must suffer a -2 penalty from home area (grassland, mountains or
ATTACK and DEFENCE if they ever swamp: to be chosen at character
wear it. creation). He moves only at half-speed
whilst foraging, and in winter, a forager
can feed only himself.
Carouse (by Stephen Dove and Lance Melville):
A skilled carouser spends much of their
lives in taverns, inns, and mead-halls,
and have earned a well-deserved
reputation for drinking vast quantities of
mead, ale, cider and whatever else they
can find, buy, loot, or steal. A skilled
carouser can drink everyone else under
the table as a favourite game to see
who will be the last man standing.
As an alternative, the Games Master Strong drink is a mild poison that
causes unconsciousness if a character
might decide that certain barbarian
fails a Strength check. After three
cultures will have different starting drinks, each character makes a
abilities, for example ‘Forage’. If this Strength Check on 2d6. For each drink
is the case, I would advise that if thereafter, add a 1d6 to the dice roll.
Berserk is replaced, it should be with Skilled carousers gain a +4 to Strength
an 8th Rank Knight’s ability and that Checks for the purpose of resisting
‘Bloodrage’ be also replaced when strong drink.
the character reaches 8th Rank. This
rule change suggestion should not
really affect Barbarians from The Hunter Profession can be found in
Ellesland. the ‘Player’s Book Preview’ document
from Serpent King Games.com

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Barbarian Backgrounds tall, fair-skinned, and often red
haired. Cornumbrian Barbarians are
assumed to be fluent in their
adopted language of 'Elleslandic',
Thuland and in my early adventures; should
The people of Thuland are not either take 'Vasic' as a second
completely uncivilized, in fact they language at intermediate level, or
have a highly developed ‘early the lost Cornumbrian language of
feudal’ society. The warriors of this Lughwyd' at basic level (please note
land are represented as Barbarians that spoken Lughwyd is a dead
rather than Knights, because this language, and Cornumbrian
reflects their temperament and barbarians will not be able to
fighting style better. improve their fluency in this
language beyond the few words and
Thulanders are very similar in
phrases that have been passed down
culture to the Norse, and are tall and
by their elders).
fair-skinned, often with red or blond
hair. Thulander characters are
assumed fluent in their native
language of 'Vasic'; and in my early
campaigns, should take 'Elleslandic'
as a second language at
intermediate level (near fluent, with
a strong accent).

Cornumbria
The inhabitants of Cornumbria (as
well as Ereworn and Glissom) are
the original native peoples of
Ellesland, who dominated the whole
island in ancient times, before being
forced into the fringes by the
invading Selentium Empire.
Nowadays Cornumbria is an
independent and ‘civilised’ feudal
kingdom, whose warriors are usually
best represented by using the
Knight's profession. However, in the
more remote and inaccessible
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highlands of Cornumbria, the ‘old
ways’ still predominate, and it is
here that Cornumbrian Barbarians
still call home.
Cornumbrian Barbarians are very
similar to highland warriors, and are

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House Rules for Helmets

Combat Helmets are usually open faced, and do


not impede the wearers movements and
awareness. Helms can be made of
boiled leather or metal, and they offer
Aimed Attacks an AF: 3 for Leather, and an AF: 4 for
metal.
In my campaigns, attackers may target
specific locations such as the head,
arms or legs by applying a +4 penalty Coifs
to the attack roll. If the roll fails, then
the attack misses, if the roll succeeds, Coifs are hoods made of chain or
then that specific body part is hit. leather, and like helmets; they are less
restrictive then Great Helms. Coifs are
If a successfully hit body part is un- thin and flexible and do not offer good
armoured, then no armour bypass role protection. They are however discrete,
is made, making helmets suddenly and can be hidden under hooded robes.
useful in Dragon Warrior campaigns. Coifs offer an AF: 1 for Leather, and an
Critical hits still automatically bypass AF: 2 for chain.
armour as usual, and in the case of
head hits, will effectively destroy the
helmet in the process. Health Points
In my campaigns, characters become
unconscious on reaching 0 health points
Helmets and die on reaching –6 (rather then –3
In my campaign there are three distinct in the rules.
types of helmet, Great Helm, Helmet I will however be using the ‘Permanent
and Coif. Damage Table’ for characters when they
reach –3 health points or less, making
combat dangerous, but less lethal.
Great Helms
Great Helms are large heavy metal
helmets with a visor giving face Permanent Injuries Table
protection. They are bulky and offer 2d6 Injury
limited vision though small eye slits and
ventilation holes. 2 Severed arm or hand. Roll
1d6:
Great Helms offer an AF of 5 with the
visor down, but only AF: 4 with the 1. Left hand
visor up or missing. 2. Right hand
Great Hems incur a -3 (-2 for knights) 3. Left arm just below
penalty to the character’s Attack and a elbow
–6 (-2 for knights) penalty to Defence
when the visor is worn down due to 4. Right arm just below
restricted vision. elbow

Great Helms also incur a –3 penalty to 5. Entire left arm


perception in regards to sight and sound 6. Entire right arm
when a visor is down, but only to sound
when the visor is worn up.

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3 Loss of eye. Roll any die, If the head wound was caused by a
even number = right eye, odd normal hit, and head armour is worn,
number = left eye. no permanent damage is incurred, but
Character’s attack and the character is unconscious for the
defence have a –1 penalty remainder of the battle.
when in mêlée combat
(ranged combat is
unaffected); reduce Variable Damage
perception score is by 2. In Dragon Warriors, each weapon does
4 Injured joint; Reflexes score a set amount of damage. Depending on
is reduced by 1. the preference of the players, I may use
the optional variable damage system
5 Injured muscle; Strength
presented in the rulebook.
score is reduced by 1.
Regular Damage Variable Damage Die
6-8 Scar; reduce Looks score is d
by 1. 2 1d3
9 Lame; character can no 3 1d4
longer run (if rolled again, 4 1d6
treat as Severely Lame).
5 1d8
10 Head injury. Roll 1d6:
6 1d10
1–4 Reduce Intelligence
score by 1
5–6 reduced Psychic Languages
Talent score by 1
In many initial campaigns, Knights are
11 Severely lame; character can likely to be from Albion, and will be
no longer run; walking fluent in their native language of
movement is reduced by 'Elleslandic'. Both Knights and
1d3m; evasion and stealth Barbarians from Cornumbria will also be
are reduced by 1. fluent in Elleslandic, whereas Barbarians
12 Severed leg or foot. Roll 1d6: from Thuland will be fluent in their
native language of 'Vasic'.
1. Left foot
Unless you have access to the main
2. Right foot rulebook, assume for now that
3. Left leg just below Barbarians will have a second language
knee at intermediate level (almost fluent,
with a strong accent).
4. Right leg just below
knee For those whose first language is not
Elleslandic, their second language
5. Entire left leg should be.
6. Entire right leg

If critical hit results in -3 health points


or less, and the subsequent permanent
damage roll results in a head wound,
any head armour is bypassed and the
character is instantly killed.

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Living in the Lands of Igham
A village in Baron Aldred’s Fief.
Villagers do not travel far into
Legend Igham wood (which is south of
the village). It is believed that
Many initial adventures are likely to if you are caught in the wood
begin in the westernmost lands of after nightfall, you die before
Baron Aldred's fief: morning.
Hesard’s Ford
Ashmore A Small Village.
A town near the border of
Cornumbria. Norham
A small village.
Axbridge It is believed that the 'evil' fog
The most Westerly township of that surrounds 'Hobb’s Dell
Baron Aldred’s fief. shrouds the lair of 'Gardener
Jack'.
Coronach Marsh
The marsh appears to be a Pillaton
wilderness home to charcoal A large village.
burners, peat farmers, and
outcasts. Trefell
The Marsh is plagued by snakes. A small village.

Scardic Saxton
A large town in Baron Aldred’s A large village.
Fief.
Karickbridge
A small market
town.

Gully’s Inn
An Inn and
way station for
travelers.

Osterun Abby
A Large
Monastery for
the ‘True faith’.

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