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 allowed during battle is by padded weapon. Any other type of body contact or fighting such as grabbing, hitting, kicking or shoving is strictly forbidden. These actions are safety hazards and will lead to punitive action. Similarly, a shield may not be used to strike an opponent.

Therefore, everyone striking an opponent must have a weapon, even if that weapon only represents a monster’s claws. People playing monsters may use weapons to represent claws; the monster is not actually using weapons. Disarms will have no affect on this type of monster.

 

The Hold Rule

This is one of the first rules anyone in a live action role playing game learns. When someone calls ‘Hold!’ all play in the area stops, and everyone goes down to one knee. Play ceases the moment a hold is called, all actions after that moment did not take place. If someone approaches the area of a hold, inform them of the hold. If you see a group of people down on one knee, they are probably in a hold and do not approach. ‘Hold’ should continue to be yelled until all play stops.

Once the hold is called and movement stops, no one should talk, move, or look around, your character is frozen in time, please respect that. You should not be using this time to look for anyone sneaking up behind you, or discussing anything other than the hold.

A hold can be called due to potential or existing damage to person or property or a question on rules. An injury, a dangerous situation about to happen, someone being overly zealous in battle and causing real injury (such person should then be reported to a marshal for a warning or disciplinary action), when a contact or eyeglasses makes a break for freedom, a dispute over the effects of a spell, or if you are unclear on the effect of something that happened to you are all valid hold calls. You can also call a hold if you feel someone is claiming outrageous abilities or number of spells and demand proof.

Ignoring any hold for any reason can result in serious disciplinary action and possible expulsion, if the reason is serious enough.

When the hold is resolved, everyone will return to their position before the hold was called. When everyone is ready to resume play, the person who called the hold will call the lay-on, usually: ‘3..2..1..Lay-on!’ loud enough for everyone to hear, and play will continue.

 

Magic

The Workings of Magic

Magic in the Dragon Crest game is based on Mana, ambient energy that flows through the entire universe, inhabiting all life and form. The manipulation of this energy is known as Magic. Magic is divided into a number of Paths, ways of understanding and qualifying the ebb and flow of Mana through the universe. Each Path deals with one aspect or element, making it easier for the magician to deal with the raw Mana. When purchasing Mana, the character is really enhancing his ability to channel and control Mana, allowing him to create more or greater magical effects.

Magic is simulated using small squares of cloth filled with bird seed. To cast a magical spell, the caster must know the spell in question, have enough Mana to fuel the spell and have one free hand to cast the spell. The incant, or spell verbal is in game and can be understood by anyone who hears it. The spell verbal, or incant is recited and the packet is thrown at the target. If the packet hits the target and the incant is correct the spell is successful. If the target successfully dodges or the incant is incomplete or incorrect, the spell fails. The whole body of the opponent is a legal target. The spell does take effect if it strikes a weapon or shield.

A character does not have to memorize a spell each day to cast that spell, the character must still commit each spell to memory at some point, so he can cast it. Each spell that a character knows will be listed on his spell knowledge card. This card represents the spells that character can cast. When a character wishes to commit a new spell to memory he must have access to a scroll with that spell on it. He reads the scroll, using up the magic of the scroll to imprint the knowledge of that spell to his memory. In the process, the scroll is destroyed.

Each spell or magical effect requires a specific amount of Mana to power it. This Mana either comes from the character’s Mana Pool or from a magical item. Each day, the character’s Mana Pool is replenished with the rest of his skills

Each spell has a duration of effect specified in the spell description.

Path of Wind

Spell Name

Duration

Mana Cost

Incant

Description

Light of Wind

1 Day

1

I call upon the power of wind to Light my way

This spell creates a light source (glow stick or muted flashlight) which the caster can use until dawn or sunlight touches the physical representation, whichever comes first.

Feather Fall

Instant

2

I call upon the power of wind to Feather Fall

This spell allows the recipient to fall from any height without taking damage. This also allows the recipient to choose his location at the end of a WHIRLWIND.

Gust

Instant

3

I call upon the power of wind to create a Gust

This spell blasts the target with a gust of wind that causes the target to drop all objects held in the target’s hands. The spell effects the items for 5 seconds, after which time the items come to rest and the target can retrieve them.

Saber

Indefinite

4

I call upon the power of wind to create a Saber

This blade spell is cast upon a person, allowing him to deliver +5 lightning damage on one strike of a weapon. Up to 4 blade spells total can be active on a person at one time. The wielder has the choice to use this spell on any one strike, whether the strike is successful or not. Only one blade spell can be used per strike.

Wind Shield

Indefinite

5

I call upon the power of wind to create a Shield

This spell creates a protective field that will negate the first wind spell or lightning effect successfully cast upon the recipient. This is called WIND SHIELD.

Vortex

Line of Sight

6

I call upon the power of wind to create a Vortex

This spell surrounds the target in a cyclone of wind holding him in one position. The target can speak, but cannot move or cast spells. Any attempt to break the VORTEX forces the target back to his original position, preventing him from escaping unless the target possesses +6 or better strength. While under the effects of a VORTEX, the target is vulnerable to killing blows. The victim can be killing blowed while under the effect of this spell. The target of this spell can be searched while under its effects.

Wall of Wind

1 Day

7

I call upon the power of wind to create a Wall

This spell creates a wall of wind up to 10’ across which expands from the point of origin until 10’ or prevented from continuing by a barrier. Any weapon or object that passes through the wall will be affected as if hit by a GUST OF WIND. Creatures that attempt to cross the wall will be thrown 20’ away from the wall, taking no damage. Spells pass freely through the wall. This spell requires that a length of rope or tape (preferable white) be used to mark the position of the wall. This spell lasts one day (24 hours).

Disperse Air

Instant

8

I call upon the power of wind to Disperse Air

This spell causes all wind effects still existing on the target to be negated. A WIND SHIELD will stop this spell if cast upon a person, but will be used up in the process. DISPERSE will cause 50 points of damage to creatures of elemental air or GASEOUS FORMS. This spell will render one gas attack or gas poison useless and ineffective.

Gaseous Form

10 Minutes

9

I call upon the power of wind to create a Gaseous Form

This spell causes the body of the recipient to become a gaseous form. While in this form, the recipient is immune to all physical attacks and most spells. VORTEX, WIND WALL, WHIRLWIND, DISPERSE, VACUUM, GLYPHS, WIZARD LOCK, STASIS,, TIME STOP, DISPEL ENCHANTMENTS, SUPPRESS ENCHANTMENTS & WALL OF FORCE affect a gaseous form normally. A gaseous form can pass through the smallest of openings effortlessly. This form actually floats and enables the recipient to cross pits and other things safely. While in gaseous form, the recipient must keep his hands crossed down against his torso until he wishes to end the spell. The recipient is unable to attack while in GASEOUS FORM.

Thunder Strike

Instant

10

I call upon the power of wind to create Thunder Strike

This spell causes the target to be stunned for 10 minutes unless protected by a WIND SHIELD or immune to air effects. While stunned, the target is vulnerable to a killing blow and cannot move or use any game skills.

Whirlwind

Instant

11

I call upon the power of wind to create a Whirlwind

This spell creates a great wind that picks up the target and hurls him 100’ in a direction chosen by the caster. If there is not enough room to complete the 100’ then the target takes 20 pts of massive damage. Another character hit by a character under the affects of a WHIRLWIND also takes 20 pts of massive damage. If the target can travel 100’, then no damage is inflicted.

Vacuum

Instant

12

I call upon the power of wind to create a Vacuum

This spell removes all air from the target's area. The resulting vacuum reduces the target’s current body and spell protections to -1 total, unless protected by a WIND SHIELD. However, the target is still affected by RENEW and SPIRIT ANCHOR. This spell acts as a killing blow.

Lightning Damage

Instant

any

I call upon # Lightning

This spell allows the caster to call forth elemental energy and direct it at an opponent. ‘#’ is the damage caused and is equal to 5x the mana points used in the attack. No matter how much damage is inflicted at once, it is still negated by an active WIND SHIELD.

 

Path of Spirit

Spell Name

Duration

Mana Cost

Incant

Description

Aid

Indefinite

1

By the strength of my spirit, I Aid you

This spell acts to strengthen the target's body allowing the recipient to add 3 body points to his character's current Body total. These points are the first Body Points that the recipient loses to any attack. As long as these points last, a Mage may cast while taking damage. AID spells cannot be stacked with other AID spells.

Detect Spirit

Instant

2

By the strength of my spirit, I Detect Spirits

This spell allows the caster to determine if a body or an item possesses a spirit. This spell will not reveal the exact spirit, but subsequent castings may reveal the nature of the spirit, living, undead elemental, etc. This spell will also allow the caster to determine if more that one spirit is present.

Empower

Indefinite

3

By the strength of my spirit, I Empower you

This spell is a more powerful form of the AID spell. EMPOWER allows the recipient to add 6 body points to his characters current body total. These are the first body points that the recipient loses to any attack, before AID. This spell may be stacked with the spell AID, but cannot be stacked with other EMPOWER spells.

Cure

Instant

4

By the strength of my spirit, I Cure you

This spell will cure the recipient of all types of disease and infections. CURE will not replace any Body Points or parts lost to the disease, however, it will remove any penalties caused by the disease.

Regenerate

Instant

7

By the strength of my spirit, I Regenerate your <part>

This spell regrows or heals the target's body part, no matter what spell or effect was used to render the limb useless.

Heal

Instant

8

By the strength of my spirit, I Heal you

This spell heals the target's body of most poisons, both alchemical and magical. HEAL also cures the recipient of many monster effects, such as paralysis, poison, nausea, drain life. It will not, however, remove damage done by these effects.

Spirit Form

10 minutes

9

By the strength of my spirit, I create a Spirit Form

This spell causes the body of the recipient to become a spirit. While in this form, the recipient is immune to all physical attacks and most spells, except SPIRIT ANCHOR, this spell will act as a CONFINE spell on a SPIRIT FORM, trapping the target in SPIRIT FORM for the duration of the ANCHOR or the SPIRIT FORM, whichever comes first. EXORCISE, DISPEL ENCHANTMENTS and SUPPRESS ENCHANTMENTS will return a SPIRIT FORM to physical form. GLYPHS effect a SPIRIT FORM normally. While in this form, the caster may pass through walls and other obstructions with little effort. While in SPIRIT FORM, the recipient must keep his hands folded in front of him against his torso until he wishes to end the spell or the duration ends.

Spirit Anchor

Instant

10

By the strength of my spirit, I Anchor you

This spell allows the caster to strengthen the bond between a spirit and a body. ANCHOR will not return a being who has been killing blowed to life, but it will allow for a field resurrection which takes ten minutes to perform, to bring the character back to life without the usual side effects, the recipient’s spirit is still weakened by the effort and receives a death. For the purposes of resurrection this spell only effects willing targets. When cast upon someone who has been affected by an EXORCISE within 1 minute, it will restore the exorcised spirit to its body.

Renew

Instant

12

By the strength of my spirit, I Renew you

This spell will restore to life a person who has died from damage, poison or spell within the last 4 minutes. RENEW will restore a spirit to his body if there is still a body for the spirit to return to. A person who has been brought back to life with this spell will return the character to 1 Body Point with no protectives or enchantments in place.

Speak with Spirit

10 minutes

13

By the strength of my spirit, I Speak to you

This spell will allow the caster to communicate with a spirit deceased within 24 hours. The caster may ask the spirit up to three questions that it can choose to answer truthfully or not. This spell will also work on non-corporeal entities.

Heal Wounds

Instant

any

By my spirit, I Heal # Wounds

This spell allows the caster to heal the wounds of another character whether caused by damage, poison or magic. ‘#’ is equal to 3x the spell points used in the spell and is the amount of damage healed.

 

Other paths of magic include:

Path of Curses

Path of Glamour

Path of Warding

Path of Fire

Path of Stone

Path of Water

Path of Force

Path of Time

Path of Sound

 

 

Rogues

In this world of high fantasy, rogues and thieves can thrive. Theft can be a respectable, if illegal, profession, and is not very uncommon. There are, however, restrictions and very strict rules governing theft within the game. This is to ensure the safety of out-of-game personal property that is not allowed to be stolen.

 

What can be stolen:

Only in-game objects can be stolen. These are marked with a permanent identification number. Tags for weapons and other items such as potions, etc. are also available to be stolen. All such items that a character has should be kept with other in-game equipment that the character owns. All of these items are the property of Dragon Crest.

Personal property and personal physical representations (phys-reps) of in-games items should be marked as belonging to that player. An example would be swords or armor phys-reps. The tags for these are both in-game items, but the phys-reps belong solely to the player. Therefore, a thief cannot take these items but can take the tag that represents them. Any of these items that are taken MUST be returned to the player.

 

Searching Cabins

A character can find his fortune and his death in searching another groups’ cabin. To search another’s cabin, a character or NPC must have a marshal present at all times. A player caught stealing from another cabin without a marshal present is subject to immediate and permanent expulsion from game and any legal charges the other player wishes to bring against the guilty player. This is to ensure the safety of personal items during a game where in-game theft is common.

Players may protect their cabins with spells or traps. A marshal will read the protection descriptions on the back of the door and judge if the thief is successful in disarming or bypassing these protections. All out-of-game items may not be disturbed. Any items a player places under his or her bed are considered out-of-game and may not be disturbed.

Upon exiting the cabin, the thief must show all stolen items to the marshal. The marshal can reward the thief with experience for exceptional burgling.

 

 

Miscellaneous

Alcohol

No, none, absolutely not. There is not to be any alcohol on site at any time under any circumstances. Any player found with alcohol on site will be acted against. Please report anyone drinking alcohol or using any controlled or illegal substances.

To simulate a tavern, players often use non-alcoholic beverages which are referred to in game with names such as ale, mead, grog, rot-gut, etc. These beverages are actually various non-alcoholic drinks such as sodas, Gatorade, non-alcoholic wine, etc.

 

NPCs

An NPC is a non-player character. This means that an NPC does not pay for events. They do, however, need to pay for registration each year.

NPC’s play the parts of monsters and bad guys and occasionally good guys (you can never tell) and basically make the game more interesting for the players. Because the NPC does not pay for events, he or she is under the complete control of Dragon Crest monster marshals (evil laugh). In other words, you cannot choose your own roles, what monsters you want to play, or do whatever you like. On the other hand, regular NPC’s that are good actors can earn for themselves some of the nastiest and deadliest of the bad guys. (Always fun to play.)

Also, an NPC gets points for playing. Depending on the type of points, they are good for discounts on events, or experience for a character.

 

 

Weapon Construction

Weapon Sizes

Weapon

Min. Blade Length

Max. Blade Length

Min. Total Length

Max. Total Length

Small Weapon

6

12

13

18

Claws

6

20

15

30

Short Blade/Blunt

13

22

19

34

Long Blade/Blunt

23

36

34

46

2 Handed Sword/Blunt

37

48

46

64

Staff

-

-

60

76

Axe

9

15

19

34

Battle Axe

16

28

34

46

Short Spear

8

12

40

50

Long Spear

13

18

50

60

Polearm

13

18

60

76

 

Color Coding

There are limitations on colors for some weapons. Magic weapons must be white, or have a white striking surface. No other weapons can be white. Normal metal weapons cannot be brown, green, or red (except on the hilt). Clubs and wooden weapons cannot be gray, silver, red, or blue. Claws are red. Weapons should resemble their real life counterparts as much as possible.

 

Swords

Swords take practice to make. The materials are simple, and can usually be found at any hardware store and are inexpensive. The construction does take some trial and error, experience, and knowledge of what is needed to pass. Lets start with the materials.

Step one: Main portion

First, cut the cpvc pipe 4 to 6 inches shorter than the desired length of the sword, including the hilt. Tape both ends of the pipe to prevent it from ripping the foam later. Slide the pipe insulation on the pipe and secure one end to where the blade will start. Fasten it securely with electrical tape. The insulation should extend past the pipe at least 1 inch but not more than 2 inches. Now cut a small piece of insulation to fill the hole at the tip.

 

 Step two: The edges (skip this part if you have never made a sword before)

This portion takes some artistic ability. To create the edge of the blade cut a wedge out of pipe insulation or cushion foam. The wide part of the wedge should be the inside curve of the insulation, allowing the wedge to lay flat on the blade of the sword. Cut two. Getting the wedges of equal size and even shape takes practice and is therefore not recommended for beginners.

Step three: Taping

Using duct tape lengthwise along the blade, secure the wedges if you are using them and cover the length of the sword. Do Not spiral wrap the tape or compress the foam in any way. Lay tape lengthwise only.

Step four: The cross guard

If you want a cross guard on your sword you would do so now. Out of black (or any color) insulation cut a piece about a foot long. There is usually a slit in the foam on one side, in the center of the foam open it along that slit and cut a hole opposite it. Then slide the foam up the hilt and secure it in place. Then tape it.

Step five: The hilt

Now cut a short piece of insulation, about 3 to 4 inches. Slide this over the bottom end of the sword so that it overhangs it by at least an inch, same as the tip, and secure it with electrical tape. Fill the gap with green foam and tape it lengthwise as in step three.

Step six: Thrust tips

Next cut two 2 inch squares out of open cell foam. Place one at the tip of the sword and gently, being careful not to compress the foam at all, lay duct tape over it and secure it to the blade. Do the same for the hilt end. Then with a pin or needle, punch hundreds of holes in the tips to allow air in and out. When squeezed, the tip should snap back to its original shape almost instantly.

Step seven: The grip

Last, you can use electrical or sport tape to cover the grip of the hilt. You can also use cord to make a wider grip if it is securely fastened and will not come loose. Your sword should now be finished and any final decorations may be added to it. Keep in mind no points or hard edges.

 

Axes

An axe is created in much the same way as a sword. Create the striking surface of the weapon the same way as you would create a sword, but not using the blades. To create the blade of the axe use open cell foam cut to the shape of the axe that you wish. Secure the shape to the haft of the weapon and carefully lay duct tape over the foam length wise overlapping very slightly. Poke hundreds of holes in the foam with a pin or needle. When the foam is compressed, it should snap back to shape almost instantly.

 

Polearms & Spears

For weapons over 50 inches only, you can use graphite aluminum or aluminum as the shaft. Metal of any type in a shorter weapon is prohibited. The length of the shaft near the blade of a spear or polearm must be padded in the manner of a sword. A minimum of 50% of the shaft including the blade must be padded this way. The blade of the polearm or spear is created in much the same way as that of an axe, with open cell foam.

 

 

Staves

Staves are very simple. The entire length of the staff can be padded like a sword without blades. However, you can only hold the weapon by the center 3 feet. If you leave an area unpadded, it must be in the center. You also must have both hands on this weapon during combat.

 

Spell Packets

Spell packets are very simple to make. The materials are: thin cloth, birdseed, scissors, and tape or elastic bands. What you do is cut the cloth into squares approximately 6 in. by 6 in. Then using a 35 mm film canister fill the center of the cloth with bird seed. Then close the edges of the cloth around the seed and seal it using electrical tape or elastic bands.

 

Shields

Shields can be made from several different types of material. One convenient and well-sized shield is an aluminum disk sled. Other shields can be made of plywood or panel board. All shields have 3/4" pipe insulation around the edge, duct taped lengthwise like a sword.

Due to the indestructible nature of a shield, there are size restrictions. No length in any direction of any shield can exceed 36 inches. Also the area of the shield measuring from the outer edges can not exceed 600 square inches. Gaps inside the perimeter of the shield will be counted as part of the surface area.

The handle of the shield can be made from drawer handles that can be found in most hardware stores. You can also use nylon strapping or similar material for both a handle and the arm strap.

Do not allow the construction materials such as screws, nuts, or any protruding pieces on the outside of the shield, and be very careful of such items on the inside. Have them covered with putty, use rounded screws or use smaller materials, whichever applies.

A few examples:

 

 

This Document is copyrighted by William Flippin and Susan Crispo. All rights reserved. No part of this document may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without the written permission of the authors, except where permitted by law. Use of this document or any of its contents at any event other than those sanctioned by The Authors is strictly prohibited.

 

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