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Dragon Warriors

well as an introduction to the new


House Rules 4: profession of 'Rogue', and rules
regarding skills in Dragon Warriors.

Rogues and
Assassins. The Shadow
Professions
Assassins
Assassins belong to a secretive, and
highly skilled profession, most whom
having learnt their trade within
secret societies, like The Clan of
Harbingers, or the Marijah
Assassins.
A roll of between 54 and 96 on the
Assassin's Background Table
indicates that the character was
born into one of these societies and
has known no other life. According
to the rules, Characters from other
backgrounds are considered 'self
taught', though to me this seems
unlikely considering their specialist
skills. In my campaigns, assassins
from any non-assassin society
backgrounds were either adopted
into the Marijah or the Harbingers
later in life or they were taught by a
lone Assassin Master. If the later
option is chosen, then the Master
This document is intended to be a
Assassin in question may well be a
work of non-profit making fan
fugitive in hiding from either the
appreciation and is not meant to
Marijah, or the Harbingers.
challenge any copyrights and/or
trademarks. These rules additions Players wishing their character to be
are not official and the current an Assassin must first roll a 12 for
copyright owners of the Dragon Reflexes and a 9 for both
Warriors RPG at the time of writing Intelligence and Psychic Talent.
are Serpent King Games. Characters from the Marijah or the
The following pages are my house Harbingers begin play at 1st Rank
rules for dealing with Assassins, as with a 2d6 Experience point bonus.

1
Dragon Warriors
According to the Background Tables, 1st rank Rogues rather than 1st rank
Assassins (as well as Mystics, knights.
Sorcerers, and Warlocks) can
potentially be offspring of the Krarth The Rogue
Magi. This is not necessarily a good A: Strength, Reflexes,
thing, as the Krarth Magi produce Intelligence, Psychic Talent
many progeny, many of whom and Looks: roll 3d6 for
prefer to leave Krarth to avoid each.
poisoning or garrotting by one of
B: Health Points: roll 1D6+5.
their many half-siblings.
C: Basic Attack: 12.
Defence: 6.

Rogues D: Basic Magical Attack: 0.


Magical Defence: 3,
The 'Rogue' is a new player
E: Basic Evasion: 4,
profession, designed to fill the gap
between the fighting professions and F: Basic Stealth: 14,
the Assassin. Perception: 6,
Rogues represent those few G: Special Abilities at 1st Rank:
exceptional individuals who step Choose two Rogue Abilities
outside their usual station in life. from the list below.
Military Rogues fulfill the roles of H: Initially equipped with
men-at-arms and archers. Rogues lantern, flint-and-tinder,
can also be used to create foresters, backpack, bow, and a
outlaws, merchants, thieves, and quiver containing six
mariners. Rogues are reasonable arrows, dagger, mail
fighters, but prefer a quick-footed hauberk, 2-20 florins, and a
defensive approach. They are not sword or a staff.
skilled in the use of armour, and
have the same combat penalties as Increasing in Rank
Assassins and Mystics:
+1 to attack and defense when the
–2 from attack and defence for character reaches 3rd rank, then
wearing mail armour; +1 at 5th rank, and +1 at 7th
rank, etc.
–4 from attack and defence for
wearing for plate armour +1 to the character’s Health Points
score when he reaches 2nd rank,
There are no minimum requirements then +1 at 4th rank, and +1 at
for becoming a rogue. 6th rank, etc.

Rogues use the mystic’s Background +1 to the character’s magical defence


each time he increases in rank.
Table and at 1st rank they make two
choices from several Rogue Special +1 to the character’s evasion upon
Abilities. reaching 5th rank, then +1 at 9th
rank.
Referees might consider allowing +1 to stealth and perception when the
NPC ‘Hotbloods’ who survive six character reaches 3rd rank, then
underworld adventures to become +1 at 5th rank, and +1 at 7th
rank, etc.

2
Dragon Warriors
Rogue Abilities permanent +1 bonus to both
Stealth and Perception.
The Rogue as a profession relies on
specialized skills and abilities. At 1st Pick Lock (as Assassin): 30%
rank, the Rogue selects two abilities chance to pick lock with
from among the following: intelligence and Reflex
modifiers of +5% (if INT is
Animal Handling (new ability): 16+), and +10% (if REF is
enables a character, over 16+).
time, to tame, train and breed
animals. Pilfer (As Assassin): This is the
ability to stealthily ‘lift’ small
Chirurgy (as Friar): This skill items within reaching distance.
requires 6d20 minutes and
chirurgeon tools, which cost 40 Skilled (new ability): the
florins. Chirurgy causes 1HP character has gained expertise
damage to the target, but on a in a broad area of knowledge
successful Intelligence check, such as Artist; Blacksmith;
it will negate the 4-day lead-in Builder; Farmer; Goldsmith;
time for natural healing to Leatherworker; Merchant:
occur. Miner; Mariner; Tailor.

Disguise (as Assassin): This Track (as Assassin,


ability enables the Rogue to Barbarian, & Knight): roll
evade a pursuer, or Perception or less on 1d20.
masquerade as another Weapon Skill (as Knight): +1
person. to Armour Bypass rolls when
Forage (as Hunter): enables using a specific weapon type.
the character to find food in
the wilderness with a
successful Perception roll. Example Rogue Packages:
Main Gauche (as Knight): Archer
enables the character to fight The Archer is a military trained
with two weapons commoner skilled in the use of
simultaneously. bows. Special Abilities at 1st
Master Bowman (as Knight): Rank are:
+1 to Armour Bypass Rolls. Master Bowman.
Soldier (As Hunter): enables Soldier.
the character to wear mail Forester
armour without combat
penalty, though they retain The Forester is a rural
the original penalty for commoner responsible for
wearing plate armour (-4 to maintaining and protecting the
ATT & DEF). lands around a lord’s estate
and village. Special Abilities at
Padfoot (new ability): The 1st Rank are:
Rogue gains a one off

3
Dragon Warriors
Master Bowman. General skills are broad, and
Track. should have little impact on
adventuring or combat. To use a
Mendicant
general skill, a character usually
A Mendicant is a traveling rolls Intelligence or Reflexes or less
monk or priest. The Friar does on 1d20.
not receive armour as part of
Rogues may choose general skills
his initial equipment, and the
as part of their starting abilities.
only weapon he receives is a
staff. Special Abilities at 1st General skills are also useful for
Rank are: noting down what knowledge a
non-adventuring NPC might have.
Chirurgy.
Skill (Priest). Example General Skills are listed
below. Others might be derived
Thief
from the background tables in the
The Thief is an urban born main rulebook:
commoner who is trained in
Artist
the art of stealth, theft, and
Blacksmith
deceit. Special Abilities at 1st
Carpenter
Rank are:
Cavalry (Ride Horse)
Padfoot. Entertainer
Pick Lock. Farmer
Goldsmith
Leatherworker
Skills Limner
Sailor (Mariner)
In Dragon Warriors, any character Mason
can attempt to climb, pilfer, or Merchant
sneak; it is just that some Miner
professions are naturally better at Priest
these activities than others. Other Tailor
skills such as Track and Break-fall
are restricted to certain
professions, and have a strong
impact on adventuring.
Secondary skills are broad areas of
knowledge and expertise, and may
be awarded to characters by the
referee when appropriate. For
example, if a character spends six
months working as an unskilled
crewmember on a Thurlander
longboat, the referee may decide
that the he or she has gathered
enough seafaring experience to be
awarded the Sailor skill.

4
Dragon Warriors
The Guild District is situated south of
Living in the Lands the Citadel District, and North of the
West Gate. It is here you will find
of Legend skilled artisans, and representatives
of the various city guilds.
Port Clyster The Residential District is situated
Port Clyster is one of the largest east of the Citadel and Guild
cities in Ellesland, and serves as a districts, and is where most decent
major trading port. It lies in the city folk live. Clyster's Church of the
western end of Baron Aldred's fief, True Faith is situated in the North-
and its citizens are freemen, and are East corner of this district, just south
not the vassals of Baron Aldred, or of the Glory Gate.
any other lord, as it is an The Merchant's District is situated
independent 'free' city, with its own south East of the Church, and is the
charter from the crown. city's centre of commerce. Here you
Technically, a serf can obtain his freedom will also find the city's Market
by escaping to a town such as Clyster and Square.
remaining there for a year and a day.
The Dockside runs along the North
Port Clyster is one of the few places bank of River Gallory, and is the
that have foundling merchant's town's most notorious haunt for
guilds. It is governed by a mayor ruffians and thieves. Here you will
who is elected by a council made up find the Livestock Pens.
of these guilds. The mayor raises
taxes via the guilds, and pays the The Fisher's District is an area of
crown directly each year. Other then poor slum dwellings that stretches
this, Clyster is left to its own north from the river bank along the
devices, but is still subject to the East Wall to the Hell Gate.
laws of the land. The Poor Quarter is a warren of poor
Clyster is a crowded and busy city, hovels in the North-East quarter of
which survives primarily as a port the city, north of the Hell Gate.
town, buying goods from around the
world to trade with the rest of
Albion. If you want something rare
and exotic, then Clyster is
probably the place to look.
Locales
Clyster is divided into the following
districts:
The Citadel District is situated in
the North-West quarter of the city.
Here you will find the Tower of the
City Watch, the homes of the rich,
and famous, and the Mayor's
Palace.

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