3th Edition Sample Rulebook

Last Updated: 12/5/2001

Introduction

This is a sample rule book. Not everything is represented here. Examples are given of most skills and abilities to give you an idea of how some things work and a feel for the game. When you register as a player you will receive the complete rule book. For schedules and more information please visit our web site at www.dragoncrest.com.

 

Live action role-playing

If you are familiar with role-playing games, such as Dungeon & Dragons from TSR, you have an idea of what a live action role-playing (LARP) game would be. If you are not familiar with such games, then imagine yourself on stage, you have no script, no lines but the ones you make up, no character but the one you choose to create. Pretend you are a thief, careful not to get caught; or a Mage arguing with a colleague over the properties of a particular spell; or perhaps you are a warrior standing shield to shield with your companions holding off a horde of monsters. You can be anyone or anything. Who you are and how you act is up to you.

 

Costume and character

In a Dragon Crest game, you design your character. To help you and other players stay in character, you must have a costume. Costumes need not be expensive or elaborate. Sweatpants and a loose shirt, or boots and a simple tabard are all you need. Avoid things blatantly 20th century such as zippers, sneakers, printed T-shirts.

 

 

 Creating a Character

In the fantasy world of Dragon Crest you need to create a persona with some type of abilities and characteristics. You can either think of a character concept, then choose the class, race and skills that will bring that concept to life, or you can choose a particular class, race or skill that you like and build a character around it.

 

Character Class

Class is like a career concentration. Characters can learn any skill regardless of class, but some skills are easier to learn and some are very difficult depending upon the class of the character.

Warriors: These are the fighters, the gladiators and the soldiers. Weapon skills are easier for them to learn and they have more body points. They can wear the maximum amount of armor (unless restricted by race), up to 45 points. Magic is very difficult for this class to learn. Some examples of the warrior class are medieval knights and samurai.

Rogues: These are the thieves, scouts and assassins. They can easily learn to set and create traps. Many rogues are expert alchemists. Assassinations and back-stabbing are their preferred combat methods. These are the scoundrels you guard your belongings against, even if you are one of them. Rogues may wear up to 25 pts of armor. One example of a character of the rouge class is The Gray Mouser.

Mages: Magic is the realm of the Mages. They can learn additional paths of magic rather easily. Mana, the source of magic power, is easier to accumulate and manipulate. Weapon skills, however, are very difficult to learn and they cannot wear much armor. They also have fewer body points. Mages may wear up to 20 pts of armor. Some examples of characters of the mage class are Merlin, Morgan Le Fey and Prospero.

Battle Casters: These are fighter/mages. Weapon skills are slightly more difficult to learn than for warriors, and magic is slightly more difficult than for Mages. The ancient Paladins, who were supposed to have magic power, would have been battle casters. Battle casters may wear up to 30 pts of armor.

Rangers: This class is a combination warrior/rogue. Not quite thief, not quite warrior, the ranger is someone who likes to fight and enjoys a lucrative side trade. This class should not be confused with a Ranger found in other role-playing games and LARPs. They do not get any bonuses for forestry or tracking. Rangers may wear up to 35 pts of armor. An example of a character of the ranger class is Robin Hood.

Bards: A bard is a rogue/mage. A dabbler in both the skills of stealth and magic, the bard finds it just as easy to pick a lock as to create a magic key. Also, bards are not necessarily musically inclined. Bards may wear up to 23 pts of armor.

 

Character Race

The next step in creating a character is to choose a race. There are many races available in the Dragon Crest game. Some races are unique to this game, while others have been in folklore for centuries. Humans serve as the standard race. All the other races have some sort of advantages and disadvantages. Some examples of the race descriptions in the Dragon Crest rule book are shown below.

Solinari (Sun Elves) 

Solinari are a proud, long-lived race, who respect age, accomplishment and heredity. They have golden skin and pointed ears. The longest lived of the elfin races, Solinari live for more than 1,000 years. Solinari society is organized in a strict hereditary structure.

Advantages

Disadvantages

1/2 Cost for Bow Skill

-3 Body Points from 6 p.m. to 6 a.m.

Can buy Resist Glamour Effects

Cannot use two handed weapons except polearms

Can buy Capture Magic

-1 to damage with weapons at night

 

Darkness Spell causes pain for 3 seconds

Lizardman

Lizardmen are a reptilian race that share some of the characteristics of humans and lizards. They can often have claws and can spit poison. This race is adversely affected by cold. They have green skin and scales.

Advantages

Disadvantages

+3 to body points

x2 effect from Ice

Can buy Claws or Spit Poison (not both)

Double cost for scholarly skills

Can breathe water

Cannot wear armor

Can buy natural armor

 

Ogre Kin

Ogre Kin are relatives of the wild ogre tribes that exist across the world. Make no mistake, even though these kin are more civilized than their wilder cousins, they are just as strong. These people have yellow skin and large canine teeth. Some of the ogre kin even have horns.

Advantages

Disadvantages

Can buy +1 Strength

x2 Cost for Paths of magic

Can buy + 2 Strength

x2 Cost for Scholarly skills

+ 4 Body

 

 Other races available include:

Avarien

Ikonesti (Frost Elves)

Human

Changelings

Kindari (Wild Elves)

Jann

Rakasha

Pyresti (Fire Elves)

Paxan

Wolffen

Nulvari (Dark Elves)

Wandrakin

Errock (Deep Dwarf)

Silvani (High Elves)

Merr

Kelnor (Hill Dwarf)

Typhonesti (Storm Elves)

Orc Kin

Terrakin (Mountain Dwarf)

Barbarian

Troll Born

Urthen (Stone Dwarves)

Gypsy

 

Character Points

The next step in creating a character is to purchase skills using Character Points (CP). A beginning character starts with 25 CP that are used to purchase his initial skills and racial abilities (if any). Once a character enters a Dragon Crest event, such as a weekend event, that character earns a number of experience points (XP) equal to a portion of his or her current CP. On a weekend event, this is an amount of XP equal to his or her CP. At the end of the event, the character can turn in an amount of in-game money to pay for further training, which gains the character a number of XP equal to the amount of silver turned in. Once this is done, the XP is traded in for CP. A character begins to purchase CP with XP at a rate equal to that listed on the table below. Each subsequent CP bought increases the cost by a multiple of that rate. For example, a first level character turns in XP and money that equals 50 XP. The first CP bought in 5 XP; the second is 10 XP (5x2); the third is 15 XP (5x3), the fourth is 20 XP (5x4). This gives the character 29 total CP (25 initial +4 earned) with no XP left over. The rate of exchange is reset once per month for each character.

The base XP to CP rate increases as the character gains in level. For every 10 CP the character earns, the character increases in level. This increase in level is also accompanied by an increase in the character’s Body Points (this is the amount of damage a character can take before falling unconscious). The amount of Body Points the character gains depends on the character’s class.

Experience Levels

 

Body Points / Level

Character Points

Level

XP/CP

Warrior

Rogue

Mage

Battle Caster

Ranger

Bard

25-34

1

5

10

6

4

8

9

5

35-44

2

10

13

8

5

10

11

6

45-54

3

15

16

10

6

12

14

8

55-64

4

25

19

12

7

14

16

9

65-74

5

35

22

14

8

16

19

11

 

Skill Costs

Here is a listing of all the skills available and the costs for each class. The prerequisites are the skills, racial abilities or race you must have or be before you can buy the specified skill. The following abbreviations are used for the classes in the tables: W = Warrior; R = Rogue; M = Mage; BC = Battle Caster; RN = Ranger; B = Bard

Racial Abilities

 

CP Cost

Prerequisite

Claws/Talons

3 one/ 6 two

Rakasha/Lizardman/Luposian/Avarien/Troll Born

Battle Rage

5

Kindari/Luposian/Rakasha/Nomads/Errock

+1 Strength

10

Ogre/Orc kin/Troll Born/Merr

+2 Strength

10

+1 Strength

Resist Poison

5

Luposian/Rakasha/Northmen/Terrakin/Wandrakin/Changelings

Resist Elemental Magic & Effects

5

Jann

Elemental Form

8

Jann

Resist Disease

2

Orc kin/Kelnor

Resist Magic

8

Dwarf

Resist [specific path] and Effects

3

Elf/Urthen/Merr/Gypsy

Natural Armor

1/2 points

Lizardman/Troll Born/Merr

Cloak

6

Nulvari

Natural Attack

1/4 points

Pyresti/Ikonesti/Typhonesti/Urthen

Taunt

4

Wandrakin

Poison Spittle

1/2 points

Lizardman

Feather Fall

2

Avarien

Detect Magic

2

Nomads/Northmen

Mind Touch

4

Paxan

Capture Magic

10

Solinari

 

Craftsman Skills

 

Levels

W

R

M

BC

RN

B

Tracker

1-10

2

2

2

2

2

2

Forester

1-10

2

2

2

2

2

2

Miner

1-10

2

2

2

2

2

2

Furrier

1-10

2

2

2

2

2

2

Herbalist

1-10

2

2

2

2

2

2

Masseur/Masseuse

1-10

2

2

2

2

2

2

Craftsman Other

1-10

2

2

2

2

2

2

 

Scholar Skills

 

W

R

M

BC

RN

B

Prerequisite

Scholar [Area]

3

3

3

3

3

3

Read/Write

Poison Lore

6

3

4

5

5

4

Read/Write

First Aid

4

4

2

2

4

3

None

Read/Write

6

6

3

3

6

3

None

Astrology

3

3

3

3

3

3

Read/Write

Estimate Value

6

3

4

6

4

4

None

Instruction

3

3

3

3

3

3

None

 

Trade Skills

 

Levels

W

R

M

BC

RN

B

Prerequisite

Scroll Making

1-10

5

4

2

3

5

3

Read/Write and Spell

Potion Making

1-10

5

4

2

3

5

3

Spell

Trap Making

1-10

5

2

3

4

3

3

None

Alchemy

1-10

5

2

3

4

3

2

Poison Lore

Weapon Smith

1-10

2

3

4

2

2

3

None

Armor Smith

1-10

2

3

4

2

2

3

None

 

Magic Skills

 

W

R

M

BC

RN

B

Prerequisite

1st Path

5

4

2

3

5

3

None

2nd Path

10

8

4

6

10

6

1st Path

3rd Path

15

12

6

9

15

9

2nd Path

4th Path

20

16

8

12

20

12

3rd Path

5th Path +

25

20

10

15

25

15

4th Path and up

CP per Mana Point 1-50

3

2

1/2

1/2

2

1/2

1st Path

CP per Mana Point 51 & up

3

2

1/2

1

2

1

50 Mana Points

 

Rogue Skills

 

Levels

W

R

M

BC

RN

B

Prerequisite

Disable Device

1-10

5

3

5

5

4

4

None

Escape Bonds

8

4

8

8

6

6

None

Waylay

12

6

12

12

9

9

A weapon skill

1st Sneak Attack +2

2

1

3

2

1

1

A weapon skill

2nd Sneak Attack +2

2

1

3

2

1

1

1st Sneak Attack +2

3rd Sneak Attack +2

2

1

3

2

1

1

2nd Sneak Attack +2

4th Sneak Attack +2

2

1

3

2

1

1

3rd Sneak Attack +2

5th Sneak Attack +2

2

1

3

2

1

1

4th Sneak Attack +2

Back Stab +2

10

5

10

10

5

5

5th Sneak Attack +2

1st Sneak Attack +4 & up

2

1

3

3

2

2

Back Stab +2

Back Stab +4 & up

10

5

10

10

5

5

5th Sneak Attack +4 & up

1st-5th Master Sneak Attack +2

4

2

6

4

2

2

A weapon skill

Master Back Stab +2

12

5

14

12

5

5

5th Master Sneak Attack +2

1st-5th Master Sneak Attack +4 & up

4

2

6

5

3

3

Master Back Stab +2

Master Back Stab +4 & up

12

5

14

12

10

12

5th Master Sneak Attack +4 & up

1st-5th Paired Sneak Attack

4

2

6

4

2

2

A Weapon Skill

Paired Back Stab +2

12

5

14

12

10

12

5th Paired Sneak Attack

1st-5th Paired Sneak Attack +4

4

2

6

5

3

3

A Weapon Skill

Paired Back Stab +4 & up

12

5

14

12

10

12

5th Paired Sneak Attack +4

Execute*

8

5

10

8

5

8

Back Stab +4

Evade*

10

5

10

10

5

8

Back Stab +4

*Only one of each of these skills can be bought per +4 Back Stab. For example, if you buy an Evade and an Execute at +4 Back Stab you can not buy another Execute until you’ve reached +8 Back Stab.

 

Weapon Skills

 

Base Damage

W

R

M

BC

RN

B

Prerequisite

All Small Weapons

1 pt

5

3

5

5

4

4

None

A Short Weapon

2 pt

2

2

4

3

2

3

None

A Long Weapon

3 pt

3

4

5

4

4

5

None

A 2 Handed Weapon

4 pt

4

5

6

5

5

6

None

A Thrown Weapon

1&2 pt

4

4

4

4

4

4

None

Crossbow

3&5 pt

5

9

15

12

7

12

None

Bow

6 pt

6

10

15

12

8

13

None

All Short Blunt

2 pt

3

4

8

5

4

6

None

All Long Blunt

3 pt

4

6

10

6

5

8

None

All 2 Handed Blunt

4 pt

6

8

12

8

7

10

None

All Blunts

10

12

16

12

11

14

None

All Short Blade

2 pt

5

5

10

7

5

8

None

All Long Blade

3 pt

6

7

11

8

7

9

None

All 2 Handed Blade

4 pt

8

12

16

12

10

14

None

All Blades

13

13

18

13

12

16

None

1 Handed Master

9

11

15

11

10

13

None

2 Handed Master

12

14

18

14

13

16

None

Weapon Master

15

18

20

18

17

19

None

Ranged Master

12

15

18

15

15

16

None

Grand Master

30

38

50

38

38

45

None

Shield

5

10

15

7

7

13

None

Florentine

6

6

12

8

6

9

A Weapon Skill

Two Weapons

2

4

4

4

3

4

Florentine

Blades

2

3

3

3

2

3

Two Weapons

Style Mastery

10

15

25

15

13

20

A Weapon Skill

Feint

2

3

5

3

3

4

A Weapon Skill

Blind Fighting

3

3

6

4

3

5

None

Ambidexterity

5

5

10

7

5

7

A Weapon Skill

Wear Extra Armor

1

2

4

2

2

3

None

 

Weapon Attacks

 

W

R

M

BC

RN

B

Prerequisite

1st Expert Attack +1

1

2

3

1

1

2

A Weapon Skill

2nd Expert Attack +1

1

2

3

1

1

2

1st Expert Attack +1

3rd Expert Attack +1

1

2

3

1

1

2

2nd Expert Attack +1

4th Expert Attack +1

1

2

3

1

1

2

3rd Expert Attack +1

5th Expert Attack +1

1

2

3

1

1

2

4th Expert Attack +1

Skill +1

5

5

10

5

5

5

5th Expert Attack +1

1st-5th Expert Attack +2

1

3

3

2

2

3

Skill +1

Skill +2

5

5

10

5

5

5

5th Expert Attack +2

1st-5th Paired Expert Attack +1

2

3

6

2

2

4

Florentine, Two Weapons, or Blades

Paired Skill +1

5

5

10

5

5

5

5th Paired Expert Attack +1

1st-5th Paired Expert Attack +2

2

4

6

3

3

5

Paired Skill +1

Paired Skill +2

5

5

10

5

5

5

5th Paired Expert Attack +2

1st-5th Master Expert Attack +1

2

3

6

2

2

4

A Weapon Skill

Master Skill +1

5

5

10

5

5

5

5th Master Expert Attack +1

1st-5th Master Expert Attack +2

2

4

6

3

3

5

Master Skill +1

Master Skill +2

5

5

10

5

5

5

5th Master Expert Attack +2

1st-5th Grand Master Expert Attack +1

3

4

9

3

3

6

A Weapon Skill

Grand Master Skill +1

5

5

15

5

5

5

5th Grand Master Expert Attack +1

1st-5th Grand Master Expert Attack +2

3

5

9

4

4

7

Grand Master Skill +1

Grand Master Skill +2

5

5

15

5

5

5

5th Grand Master Expert Attack +2

Death Strike *

7

10

13

11

9

12

Skill + 2

Disarm *

3

4

7

4

4

6

Skill + 2

Greater Disarm *

4

5

8

5

5

7

Disarm and Skill +4

Sever/Maim *

5

8

10

7

7

9

Skill + 2

Parry **

3

5

7

4

4

6

Skill + 2

* Only one of these skills can be bought per skill +2. For example, if you buy a Disarm at Skill +2 you can not buy a Death Strike until you have reached Skill +4.

** A Parry can be bought twice at a skill +2, if no skills marked with a * are bought; otherwise, it can be bought only once at that skill.

 

Skill Descriptions

Racial Abilities

Capture Magic 

This ability allows the character to absorb spell energy directed at him, granting the character the ability to cast the spell that was absorbed at any time within the same spell day. The character generates the same effect that he absorbs, for example, a spell strike Quench Flame is generated as a spell strike Quench Flame. The use of this ability triggers the appropriate spell defense if the character possessed it. For instance, if the character absorbs a fire spell while carrying an active fire shield, the fire shield is used and the character absorbs the spell. The Capture Magic ability is usable on one spell per day each time the skill is purchased. The ability that is captured is released in the same form as it was absorbed. For example, a Magical 50 Ice is returned as a Magical 50 Ice. This ability is announced "Capture Magic."

Cloak

This ability is a natural form of the spell Spirit Form. It functions as the spell in all ways while in effect. This ability cannot be used during daylight hours unless underground or in an area under a darkness effect. A character using this ability will be forced out of Cloak if he enters or is subjected to daylight. This ability is announced as "Cloak" and may be used once per day each time the skill is purchased.

Mind Touch

By meeting another's gaze or touching the target the character is able to add his mental strength to another's. With this ability, the character can cure insanity and travel through the target’s consciousness. If used on someone under the influence of any power or spell, it can be used as a natural Awaken. It will function as the spell in all ways when used, but does not require an incant. This ability can also be used by the character to resist mind influencing magic and effects. The use of this ability is not blocked by an active Glamour Shield, nor is an active Glamour Shield used up. The character using this ability announces "Mind Touch" to his target. Using Mind Touch in any of these ways counts as a use. Mind Touch may be used once per day for each time the skill is purchased. Any use of the Mind Touch ability is a role-playing ability and can be resisted by anyone whether or not the target’s race can purchase a natural resist or not. The character can use a Mind Touch at each step to overcome this resistance and force his will upon the target. If resisted, it requires three mind touches to force someone to do something (it acts as a natural Command spell.)

Natural Armor

This ability means that the character possesses a naturally tough hide, such as scales. Natural armor acts like man-made armor, protecting the character from a specified amount of damage. Once the natural armor takes damage equal to its rating, all subsequent damage is taken as Body damage. The natural armor can be refit or repaired just like regular armor. If the Natural Armor was breeched (an amount of damage was received that exceeded the value of the natural armor), the last three armor points must be repaired using healing magic or poisons. If the character has enough natural armor left to absorb all the damage of a waylay, the waylay has no effect except damage. Also, Natural Armor will protect a character from the effects of weapon delivered contact poisons, so long as the character has enough Natural Armor to absorb all the damage from the weapon (i.e. if the character has 5 pts. of Natural Armor and is hit with 5 Paralyze, the character will lose 5 pts. of Natural Armor but is protected from the Paralyze poison.) The maximum value of a character’s natural armor is limited to the character’s class.

Natural Attack

This ability allows the character to throw bolts of natural energy from his body. This ability is delivered by as spell packet and acts as a spell, but is stopped by a shield or the appropriate magical defense, such as a Fire Shield for fire etc. The character can use any or all of his natural attack in one casting. The natural attack causes damage normally, to armor first, then body. This ability is announced as "Natural # <Attack>." For example, "Natural 5 Fire."

Elemental Form

This ability allows the character to invoke one of the following spells upon himself without having to cast it: FIRE AURA, WATER FORM, STONESKIN or GASEOUS FORM. This ability can invoke one spell, chosen by the character at the time of use, per day for each time the skill is purchased. This ability is announced "Natural <Elemental Form>."

Other racial abilities include:

+1 Strength

Feather Fall

Resist Magic

+2 Strength

Keen Scent

Resist [Path]

Battle Rage

Keen Sight

Resist Poison

Claws/Talons

Poison Spittle

Resist Elemental Magic and Effects

Detect Magic

Resist Disease

Taunt

 

Skills

Ambidexterity

This skill allows the character to use his weapon skills, expert attacks, sneak attacks, back stabs and special attacks with either hand (not both). A character with this skill and +3 weapon skill can use it in either his right or left hand (all or nothing). If the character is fighting with two weapons, he must choose which hand will have the skills before engaging in each battle. If a character using two weapons has one of his arms severed, he may switch his skills to the other hand during the fight if his skills can be used in the other weapon (i.e. he is using the same weapon, Master or Grand Master skills)

Back Stab

This skill allows the character to continuously inflict +2 damage with a specific type of weapon (i.e. long sword, hand axe, mace) in a specific hand (right or left) when attacking any opponent from the rear. This ability is cumulative with other skills in the same weapon.

Craftsman

Each level of a craftsman skill gives the character a different ability. In addition, it gives the character 5 copper pieces per level per game day.

Craftsman Other

This is a grouping of all miscellaneous craftsman skills. It includes any type of craft, such as baker, singer, tailor, cooper, mason, teacher, candle maker, etc.

Herbalist

This skill gives the character a knowledge of herbs, plants, fungi and other plant or animal products and how to property harvest them to produce alchemical substances, scroll ink, magical potions and other products. A character with this skill can determine if a substance is natural or magical.

Level

Function

1

Identify natural plant product

2

Identify natural animal product

3

Harvest natural product

4

Identify magical plant product

5

Identify magical animal product

6

Harvest magical product

7

Identify alchemical poison

8

Identify magical potion

9

Detect natural substance in blood

10

Detect magical substance in blood

Death Strike

The skill allows the character to reduce the victim's Body points, armor and protective spells to -1 total. This attack bypasses all physical armor, leaving it intact. Death Strike acts as an instant killing blow and requires a Renew spell to cure. To activate this ability, the character must announce "Prepare to die!" When the character lands a legal blow he must declare "Death Strike" to his opponent. This skill remains active for 5 minutes or until it is used up, whichever comes first. If the weapon the character is using to deliver the Death Strike is destroyed or removed from his hands the skill is still active and so long as the character can find a new weapon or get his old weapon. He may still use the skill if he lands a blow within the original 5 minutes. This ability is blocked by a Deflect Weapons, Parry, Evade, Magic Armor, Deflect Weapons or Fire Aura. This ability is usable once per day for each time the skill is purchased.

Evade

This skill allows a character to dodge any one attack with a weapon or packet per day for each time the skill is purchased. This skill is used after the attack is landed. The player must announce "Evade!" to indicate the attack missed. This skill will use up a death strike or other skill that lasts for the duration of a combat.

Execute

This skill allows a person to assassinate someone. It is good for one strike only and must come from behind. If successful, it acts as a killing blow. A character using this skill announces "Execute." It is usable once per day for each time the skill is purchased. Any ability, spell or skill that negates an attack before it delivers damage will negate an Execute such as Parry, Evade, Magic Armor, Deflect Weapons or Fire Aura.

Expert Attack

This skill allows the character to inflict +1 damage with a specific type of weapon (i.e. long sword, hand axe, mace) in a specific hand (right or left) for the duration of the battle or 5 minutes, whichever comes first. This ability is cumulative with other skills in the same weapon except other expert attacks.

Feint

This skill allows the character to find the most vulnerable point of an opponent’s armor and strike a natural attack or weapon blow through it causing damage directly to the body of the target creature. This skill works against creatures with natural armor. Feint works for a single strike per purchase, per day. The skill is used whether the strike lands or not. When using this skill, the player must announce "body" after his attack to signify use of the skill and that the opponent has taken body damage, which bypasses his armor. (i.e. 10 normal body.)

Grand Master <Ability>

This allows the character to use the specified skill with any weapon he is proficient in, in his specific hand. E.g. Grand Master Weapon Skill is the same as Weapon Skill but can be used with any weapon the character is proficient in. This includes Grand Master Expert Attacks, Grand Master Weapon Skill, Grand Master Death Strike, Grand Master Disarm, Grand Master Greater Disarm, Grand Master Sever/Maim.

Paired <Ability>

This allows the character to use the specified skill in both hands at once. This skill can only be used on one type of weapon (i.e. short sword, hand axe, mace). The same type of weapon must be used in both hands to gain the benefits of the skill. For example, if the character is using two short swords and possesses Paired Death Strike, he can use the ability in both hands until used, but not use it in each hand. (He cannot land two Death Strikes with this skill unless he has two.) If the character is using only one of his paired weapons (i.e. the short sword) he can still call all paired bonuses he has in that weapon only. This includes Paired Expert Attack, Paired Weapon Skill, Paired Death Strike, Paired Disarm, Paired Greater Disarm, Paired Sever/Maim.

Scholar [area]

This allows a character to research a particular area, and find information about people or objects within that area. The area of expertise can be on foreign nations, ancient weapons, magical artifacts, history, warfare, or any subject. (Plot will provide researched information upon request.)

Other skills include:

Astrology

Estimate Value

Master <Ability>

Blind Fighting

First Aid

Parry

Disable Device

Greater Disarm

Paths of Magic

Escape Bonds

Instruction

 Read/Write

Production - Trade Skills

Trade skills are a type of skill that allows the character to manufacture a particular type of item, such as poison, potions, armor or weapons. Each level of a trade skill, such as alchemy or scroll making, allows the character to produce any item listed under that particular skill at the level of skill he possesses or less. For example, a character who has 5 levels of scroll making is capable of producing scrolls of any spell he knows of level 5 or less, the level of a spell being the mana it takes to cast. He is incapable of producing a scroll of any spell level 6 or higher. The total number of items the character is capable of producing in a single day is a pool equal to 4 times his level of trade skill. In the example above, a character with 5 levels of scroll making is capable of producing up to 20 levels of scrolls, so long as each one is of a spell level 5 or less. Therefore, he could make 4 level 5 scrolls or 20 level 1 scrolls, or any combination up to 20 total levels.

To make a particular item, the character must procure the components necessary to make it. For alchemists, herbal components are required. For armor smiths and weapon smiths, ore components are required. For scroll and potion makers, magical components are required. Each of these components is rated from 1 to 3, 1 being the least powerful and most common, 3 being the most powerful and rarest. The higher the level of the item, the rarer the components needed to make it. These components can be found almost anywhere from plants to mines, from monsters to shops. So long as a character has enough components to make the item and enough levels both to make it and left in his pool, he can create the item. When manufacturing an item, rarer components may be substituted for more common ones but multiple common components cannot be substituted for rare components. For example, a level 3 herbal component can be used in place of 3 level 1 herbal components or a level 2 herbal component and a level 1 herbal component. The reverse is not true. Component types (herbal, ore and magical) cannot be mixed. All components are consumed in the process of making the item.

Poison Production

The following table lists some examples of the poisons that can be made, along with the level of the poison. Descriptions of the poisons and their effects are listed in the Dragon Crest rule book.

Poison

Level of Difficulty

Ingested

Gas

Contact

Acid - 5

 

3

 

Acid - 10

 

4

 

Poison - 5

1

3

 

Poison - 10

2

4

 

Vorpal - 3

 

 

2

Vorpal - 6

 

 

4

Healing Salve - 3

 

 

2

Healing Salve - 6

 

 

4

Antidote Ingest

2

 

 

Antidote Gas

 

4

 

Antidote Contact

 

 

6

Alchemy Shield

4

 

 

Berserk

5

8

11

Blindness

3

 

 

Command

4

7

 

Feeblemind

4

8

 

Forget

5

 

 

Instant Death

8

10

12

Intoxicant

1

 

 

Liquid Light

 

 

1

Love

5

 

 

Oil of Slipperiness

 

 

5

Paralysis

4

6

8

Paste of Stickiness

 

 

5

Silence

4

8

 

Sleep

3

5

7

Solvent

 

 

3

Weakness

2

4

6

Weapon Production

A character with the weapon smith skill can produce a number of weapons whose total components do not exceed 4 times his level of weapon smithing. For example, a character with level 5 weapon smith can produce a number of weapons equal to 20 components in size. However a character can not produce an item worth more components than 3 times his skill level. Therefore, in the example above, although the character can produce items worth up to 20 components, none of these weapons can exceed 15 components in size. For example, the character above could produce a long sword (15), a small weapon (3) and 6 arrows (2). He could not produce a 2 handed club(18) and 6 arrows (2) because the club exceeds his individual item limit.

 

Combat

Physical Contact

The only contact