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ne person will lead a group of players known as a Drakekeeper (DK.) The Drakekeeper details the world and its denizens and guides them with principalities, while the rest of the players create a Player Character (PC) that interacts with the world with actions of their own. Yr Combat & Violence Everyone takes initiative by rolling D6 (one six-sided dice) in order to see who goes first. The highest goes first. tie is re-rolled until the one with the highest goes next. The Drakekeeper never roll for enemies or monsters. Players take turns to attack and defend. attack physically with swords, maces, etc using Body stat, Cast magic using Mind stat. Shoot bows and Defend using Agility stat. If a player fails his roll, he is automatically damaged by an enemy once each round. You start with 5 Hit Points (HP.) Body and Armors grant more HP. Increasing Body by 1 gains 1 HP. Light, Medium, and Heavy Armors with +1, +2, and +3 grant 2, 2, and 3 HP respectively. +2 and +3 Armors reduces -1 and -2 to Agility. Characters with 0 HP is dead. Sleeping for 6 hours fully restores HP. Creating Your Character Tame your character and come up with a race and a class of your own imagination. Your character has 3 attributes: Body, Mind, and Agility. They all start at 10 each. You can ‘adjust them by decreasing an attribute to increase another. To determine modifiers, subtract 10 from each score. This becomes the result of your modifier. For example, if Agility is 12, the ‘modifier for it is +1 and Mind 9 ‘would be -1. Write the modifiers next to your attribute score. Gold & Equipment Your character starts with 70 Gold Pieces (GP,) 1 Watershin, and 3 days of Rations, normal or traveling clothes including boots, and a small bag that can hold up to 3 normal-sized items. Purchase a weapon and armor and any equipments your character might need (see next page below.) Rolling the Bones The Drakekeeper tells the story and the circumstances of the world, while each player takes their turn describing their actions responding toit using a D20 (twenty-sided dice,) plus modifiers if any from their attributes. The default difficulty number is always 12. Ona 11 or less is a miss or a failure. A 12 or above is a success. Damage & Weapons Simple Weapons (knives, daggers, staves, etc) deal D6-1 damage. Light Weapons (swords, maces, ‘axes, etc) deal D6 damage. Heavy Weapons (greatswords, warhammers, sledgehammers, etc) deal Dé+1 damage. Relic Weapons with unique names deal various damage and special effects. Bows & Crossbows deal ranged damage: D6+2 at near, D6 at mid, and D6-1 at far, and D6-2 at very far. Enchanted Weapons can increase damage further via magical items. Magic If your character finds a grimoire, scroll, tome, or any magical item to learn magic, they can cast it by using Mind stat. The mind gets exhausted after using it. Increasing Mind by 2 increases 1 more usage of magic. Sleeping 6 hours fully restores the mind to able to use same spells again. Weapon Shop Armor Shop General Shop Type Damage Cost ——_Type Defense Cost. © Type Info Cost Dagger 6-1 10 Fur Hide 1 as Torch 5 Shortsword _ D6-2 12 Leather Jerkin +2 16 Lantern 10 Mace D6 20 Chainmail +2 20 Rope (30 Feet) 8 Staff 06-2 6 Gambeson +1 7 Chain (25 feet) 20 axe D6 25 Scalemail__+2 21 Lockpick 25 Club 6-2 12 Cuirass ¥2 22 Tent 35 Sword D6 26 Halfplate +3 30 Sleeping Bag 10 Whip (06-1 14 Breastplate +3 31 Medicine Pouch - Heals D620 Bow Doeo-1 23 Buckler Shield_+1 20 Handsaw 32 Crossbow D6+0-1—_2 Iron Shield +2 21 ‘Hammer & 20 Nail 15 Warhammer D6+1__35 Kite Shield +2 35 ‘Watershin 5 Greatsword D6+1_——32 Tower Shield +3 45 'S Days of Rations 15 10 Arrows - 10 - Chessboard 5 10 Bolts 5 10 5 Blank Scroll, Quill, & Ink 8 Tome Shop Type Info Cost “Tightning strike - Lightnings hits D6-3 Targets for D6-1 Damage 30_ Diamond Skin - Grants +3 HP for D6 minutes 35 Enhance - +1 to an Attribute for D6 minutes 20 Tiist Step - +1 to Agility for Stealth for 10 minutes 32 Psychic Lift - Move small to med-sized object for D6 minutes 25 Bless Light - fn object becomes bright in 30-ft radius for 1 Scene 10 Beast Speech - Speak with an animal of choice for D6-3 minutes 12. Sooth - Heal 1 Target for D6 HP 22. Mindsee - Read 1 Target’s mind for 1 minute within 10-ft radius 15 Fireball - Make a campfire or burn 1 Target for D6+1 Damage 25. Life Detect - Sense living presence in 30-ft radius for 1 minute 20 Death Detect - Sense undead or ghost in 30-ft radius for 1 minute 20 Magic Detect - Sense magical beings within 30-ft radius for 1 min _20 Debuff - Cause 1 Target to lose -2 to Damage for D6 minutes 50 NPC /Enemy Chart Leveling Up (Optional) Think of a NPC and give them a name and then pick or roll 2d6.on the ‘Each Character can gain a Level and chart below to generate a NPC quickly. Feel free to tweak up or down Experience Points (HP) every time they 4s you see fit. Each creature is worth D6x10 Gold Pieces. achieve certain milestones. They gain 1. XP for completing 2 hour worth of story or RPC / Enemy Info Habre eh 1-2 sessions. They also 2. HP 4 - Dagger Damage D6-1 gain 1 XP for performing great ‘3. HP 2 Club Damage D6-2 roleplaying, feats in defeating a powerful 4. HP 2- Staff Damage D6-1. Wears robe and knows Fireball spell. foe, or discovering a legendary weapon or ‘S.HP-3 - Bow Damage D6+0+1, Snegh artifact. They also gain 1 XP for surviving 6. HP 3 - Whip Damage D6-1 4a perilous situation or dying close to death. ‘LUP 4 = Sword Damage D6 Must heal fully to achieve this XP. ‘HP 5 - Greatsword Damage Dés1 Buying with XP Cost - 5 ightning Strike Spel +1 Attribute Score SxP 11. Hp.6 - Dark Warhammer Damage D6+2, Knows Soath spell, +1 Damage to Weapons 6xP = " +1 Damage to Spells 6XP Animals and creatures can use bite /claws /etc for D6+0-3 damage +5 Gold Pieces Per Kills 4p instead of weapons. Armors increase +1 even past +3 7 XP Drakeblade and its text is copyright by IronMagpie 2023. Feel free to make whatever you want with these rules and framework. Attribution would be appreciated, but I won't go after your blood and souls.

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