Reference - Sheets Dragonbane
Reference - Sheets Dragonbane
FREE ACTIONS
Draw Weapon: Draw, exchange, or put away a weapon kept at hand.
Change Position: Throw yourself to the ground or get up.
Drop Item: Drop an item on the ground.
Shout: Say or shout a few words.
ACTIONS
Dash: This action doubles your movement rate in the round.
Melee Attack: These can be performed against an enemy within 2 meters (4 meters for long weapons).
Ranged Attack: Attacks with a ranged weapon can be made against targets within the weapon's range.
Both melee and ranged attacks can be parried, but the latter requires a shield. Parrying is a
Parry:
reaction and takes place outside your turn and replaces your regular action in the round.
Dodge: Dodging melee or ranged attacks is also a reaction.
Pick Up Item: Pick up an item from the ground within 2 meters, or from your inventory.
Equip / Unequip
Suits of armor and helmets protect you from damage, but also restrict your movement.
Armor / Helmet:
The HEALING skill is used to save the life of someone who has had their HP reduced to zero
First Aid:
and is at risk of dying.
Rally: You can PERSUADE another player character at zero HP to rally and keep fighting.
Break Down Door: Doors can take a certain amount of damage before they break down.
Picking a lock requires a SLEIGHT OF HAND roll. Doing so without lockpiks gives you a
Pick Lock:
bane.
Use Item: Use a potion or some other item within 2 meters.
Activate Ability: Use an innate or heroic ability.
In most cases, casting a spell counts as an action. This includes magic tricks. Some spells are
Cast Spell:
reactions and do not require an action, while others are more time-consuming.
Helping: Helping another character gives them a boon to a roll in the same round.
Round Rest: You rest and recover D6 WP. This can only be done once per shift.
SEVERE INJURIES
D20 INJURY EFFECT
1-2 Broken nose You get a bane on all AWARENESS rolls. Healing time: D6 days.
3-4 Scarred face Bane on all PERFORMANCE and PERSUASION rolls. Healing time: 2d6 days.
Your PERFORMANCE and PERSUASION skills levels are permanently reduced by
5-6 Teeth knocked out
2 (to a minimum of 3).
7-8 Broken ribs Bane on all skills based on STR and AGL. Healing time: D6 days.
9 - 10 Concussion Bane on all skills based on INT. Healing time: D6 days.
Bane on all skills based on STR and AGL, and every roll against such skill inflicts D6
11 - 12 Deep wounds
points of damage. Healing time: 2D6 days.
13 Broken leg Your movement rate is halved. Healing time: 3D6 days.
You cannot use two-handed weapon, nor dual wield, and get a bane on all other
14 Broken arm
actions normally using both arms, such as climbing. Healing time: 3D6 days.
15 Severed toe Movement rate permanently reduced by 2 (to a minimum of 4).
Your skill levels in all weapon skills are permanently reduced by 1 (to a minimum of
16 Severed finger
3).
17 Gouged eye
Your skill level in SPOT HIDDEN is permanently reduced by 2 (to a minimum of 3).
Roll to resist fear (page 52). Each shift you sleep. If you fail, the shift doesn't count as
18 Nightmares
slept. Healing time: 2D6 days.
19 Changed personality Randomly generate a new weakness (page 26).
You cannot remember who you or the other player characters are. The effect must
20 Amnesia
be roleplayed. Healing time: D6 days.
ATTRIBUTES HEALING & REST
ATTRIBUTE DESCRIPTION Round Rest Recover D6 WP. Once per shift.
Strength (STR) Raw muscle power. Heal D6 HP, or 2D6 HP is someone else succeeds with HEALING
Strech Rest
Constitution (CON) Physical fitness and resilience. roll. Recover D6 WP and heal one condition.
Agility (AGL) Body control, speed, and fine motor skills. Shift Rest Recover all HP and WP, and heal all conditions.
Intelligence (INT) Mental acuity, intellect, and reasoning skills.
Willpower (WIL) Self-discipline and focus.
Charisma (CHA) Force of personality and empathy.
SKILLS
SKILL ATTRIBUTE DESCRIPTION
ACROBATICS AGL Jumping, climbing, balancing or performing other similar physical actions.
AWARENESS INT Watch or listen for anyone sneaking around, notice emerging threaths in time.
BARTERING CHA Hagglilng over the price when buying or selling.
BEAST LORE INT Identifying an animal or monster, to know its habits, abilities, and weaknesses.
BLUFFING CHA Quickly come up with a convincing lie.
BUSHCRAFT INT Lead the way through the wilderness, make camp, cook food, or stay warm in cold weather.
CRAFTING STR Repair gear and weapon, craft useful item.
EVADE AGL Dodge an attack or flee from combat.
HEALING INT Get fallen companions back on their feet or even save their lives.
HUNTING & FISHING AGL Finding and obtaining food in wilderness.
LANGUAGES INT Understanding foreign or ancient language.
MYTHS & LEGENDS INT Trying to remember stories of old times or distant lands, understand links to the past.
PERFORMANCE CHA Singing a song, reading a poem, making jokes or in some other way try to amuse a crowd.
PERSUASION CHA Charm, threats or sensible reasoning, make another person see things your way.
RIDING AGL Advanced maneuvers while mounted.
SEAMANSHIP INT Steer a vessel over water, navigation.
SLEIGHT OF HAND AGL Steal something unnoticed, pick a lock, or perform any other action that requires fine motor skill.
SNEAKING AGL Sneak past the enemy undetected.
SPOT HIDDEN INT Looking for something hidden, concealed.
SWIMMING AGL Swimm in difficult situation.
WEAPON SKILLS STR / AGL Wielding different types of weapons.
Axes STR Axes of all kinds, including when thrown.
Bows AGL All types of bows.
Brawling STR Unarmed combat with fists, feet, teeth or claws.
Crossbows AGL Attack with crossbows of all kinds.
Hammers STR Warhammers and other blunt weapons such as clubs and maces.
Knives AGL Combat with knives and daggers, including when thrown.
Slings AGL Attacking with sling.
Spears STR Combat with spears and tridents, including when thrown, lances.
Staves AGL Fighting with staff.
Swords STR Combat with all types of swords.
CONDITIONS FEAR
CONDITION ATTRIBUTE
Exhausted STR
D8 EFFECT
Sickly CON Enfeebled. The fear drains your energy and determination. You lose 2D6 WP
1
Dazed AGL (to a minimum of zero) and become Disheartened.
Angry INT 2 Shaken. You suffer the Scared condition.
Scared WIL
Disheartened CHA 3
Panting. The intense fear leaves you out of breath and makes you Exhausted.
Bane on all rolls against attribute and skill rolls
Pale. Your face turns white as a sheet. You and all player characters within
based on that attribute. 4
10 meters and in sight of you become Scared.
Scream. You scream in horror, which causes all player characters who hear
5 the sound to immediately suffer a fear attack as well. Each person only ever
needs to make one WIL roll to resist the same fear attack.
Rage. Your fear turns into anger, and you are forced to attack its source on
6
SKILL LEVEL your next turn - in melee combat if possible. You also become Angry.
Paralyzed. You are petrified with terror and unable to move. You cannot
ATTRIBUTE BASE CHANCE 7 perform any action or movement on your next turn. Make another WIL roll
1-5 3 on each subsequent turn (not an action) to break the paralysis.
6-8 4 Wild Panic. In a fit of utter panic, you flee the scene as fast as you can. On
9 - 12 5 your next turn you must dash away from the source of your fear. Make
8
13 - 15 6 another WIL roll on each subsequent turn (not an action) to stop running and
16 - 18 7 act normally again.
DRAGONBANE - GAME MECHANICS PARRYING CONDITIONS
TIME You can attempt to parry if you have not acted this Conditions are gained by pushing rolls.
Unit Duration Perform round. When you push a roll, you can determine which
Round 10 Sec Round Rest You cannot free draw a weapon in parrying. condition will affect your character.
Stretch 15 Mins Explore Room/Stretch Rest You must declare you will parry before the damage The condition chosen must make sense, but does not
Shift 6 Hours Hike 15 km/Shift Rest dice are rolled have to be same condition as attribute you are using
If you succeed, you parry the attack and suffer no Each condition gives a BANE against skills associated
ROLLING DICE damage, however, if the damage exceeds the with the attribute.
Roll Under skill system durability the weapon or shield are broken. Multiple Conditions
Rolling a 1 or Dragon = Crit Success Piercing weapons cannot damage a weapon or You cannot choose same condition. If you have all 6
Rolling a 20 or Demon = Crit Fail shield. conditions, you will now lose D6 WP. If you have no
*for either crit mark that skill for later advancement. Monster attacks typically cannot be parried. more WP then you lose D6 HP
Boons take lowest results of two dice Roll any STR based skill to determine if you succeed Healing Conditions
Banes take highest results of two dice If you roll a Dragon during parry you immediately A stretch rest allows you to heal any one condition
*It is Possible to have multiple Boons & Banes perform a counter attack A shift rest heals all conditions.
PUSHING ROLLS DODGING OTHER HAZARDS
If you fail a roll, you can attempt to push the roll. You can attempt to dodge if you have not acted this Fire - 2D6 Damage.
You can reroll immediately, but suffer a condition round. Roll Melee Skill to use torch as weapon
*Cannot Push a Demon Roll (Crit Fail) You cannot both parry and dodge. Darkness - Roll a awareness(free) to take an action
You can pick any condition but must justify it to GM. Roll Evade to determine if you succeed Torches - Roll BUSHCRAFT, last 1 shift
You will suffer a Bane to future rolls using that stat. On a success you can move 2m without triggering an Fear - Roll against WIL. Failure on p.53
Healing Conditions can only be done by resting. attack Poison - Potency Opposed Roll against CON
Monsters attacks can be dodged, unless noted. Disease - Virulence Opposed Roll against CON
OPPOSED ROLLS RANGED COMBAT Falling - D6 Damage or ACROBATICS reduces half
If you fail roll, you fail, regardless of opponent roll. Damage Bonus - Determined based on Str or Agl Hunger - 1 ration per day. Famished cannot heal
If both rolls succeed, the lowest roll wins. Score Cold - BUSHCRAFT - lose D6HP & D6WP
*You can only push an opposed roll on your turn. Obscured Targets - You suffer a boon. Sleep - after 3 shifts cannot heal WP.
INITIATIVE Critical Hits - Choose one of the following on a Lose D6 each shift at 0 WP collapse
Lowest draw goes first. Dragon MAGIC
*If you surprise enemy, then you choose card. (1) Doubles Damage (but not damage bonus) To cast a spell you must spend WP and roll skill.
(2) Armor has no effect, (piercing weapon only) Magic Spells can be pushed.
Waiting Crit Fails - Roll a d6 and consult the table on p49. Magic Tricks cost WP but auto succeed.
If you choose to wait, you can swap initiative order. Power Level: Spells cost 2 WP per level, some spells
*You can swap with PCs, NPCs or Monsters Parrying requires a shield, but no counter attack if may be up cast, for additional affect.
*You can choose to have one initiative value for you roll a dragon Power from Body: If you have no WP you can attempt
enemy group or individual. Dodge as normal to roll a die of your choice before casting. The result is
*Some monsters have multiple turns based on the DAMAGE how much WP you gain but you also lose that much
Fierceness Value Armor absorbs damage HP. Cannot use for Healing Spells
*Sometimes it is wise to wait, as you can only attempt If the armor negates damage, it will inflict durability *Magic does not work while wearing metal armor or
to parry or dodge if you have not taken actions damage on weapon. holding a metal weapon.
Optional Armor Rules Rolling a Dragon: (choose 1)
ACTIONS & REACTIONS -Leather +2 against Bludgeoning Damage (1) Damage or Range Doubled
Each round you may move and take one action in any -Chainmail +2 against Slashing Damage (2) Spell costs no WP
order. DEATH (3) Cast 2nd spell with Bane
You can sacrifice an action to Dash Once you reach 0 HP you drop and are bleeding out. Rolling a Demon (See mishap table p60)
Free actions include: Draw/Sheath weapon, Change Death Rolls - Each round you roll against CON.
Position, Drop Item, etc. You cannot push death rolls.
JOURNEYS
There are 4 shifts: Morning,Day,Evening & Night
*If you help any ally for your action you give a BOON. You recover D6 health after 3 successful death rolls Travel: 15 km per shift. 30 on Horseback
Attempting to Dodge or Parry are done as reactions to Rolling a Dragon counts as 2 successes and a Can walk or ride MAX 2 shifts per day.
attacks from NPCs or Monsters, if you react you will
Demon counts as 2 failures. Can force march a 3rd shift but gain EXHAUSTION
lose your turn whether you succeed or not
If you suffer additional damage it counts as a failure. Pathfinders: when traveling in wilderness select one
MELEE COMBAT player for this role. They must make a BUSHCRAFT
Damage Bonus - Determined based on Str or Agl Rally - Another character can attempt to PERSUADE roll. No Map is a BANE and a Spyglass is a BOON.
Score fallen character to keep fighting. A failure results in a mishap on p 102.
Prone Targets - Get an additional D6 Damage This counts as an action. Still must make death saves Rolling a Dragon: Shortcut, travel distance doubled
Critical Hits - Choose one of the following on a Rally self against WIL with BANE Rolling a Demon: GM choice
Dragon Random Encounters: Roll once per shift
(1) Doubles Damage (but not damage bonus) Saving Life - Use HEALING skill on another to
(2) Perform a 2nd attack on near enemy attempt reviving with D6 HP. Bandages item avoids MAKING CAMP
Must Sleep 1 shift per day.
(3) Armor has no effect, (piercing weapon only) BANE.
Each Character must make BUSHCRAFT roll.
*Shoving-If damage bonus greater or equal to
No Sleeping Fur results in BANE to roll.
opponutes damage bonus then you can push back Instant Death - No negative HP. If you get hit
Failure results in no sleep and no Shift Rest benefit.
Crit Fails - Roll a d6 and consult the table on p46. equalling your total HP, you die instantly
Tents allow for a BOON on the roll. 1 Character rolls
SPECIAL ATTACKS Severe Injuries - If you go to 0 but survived. Roll
Keeping Watch: Designate 1 character for watch.
Find Weak Spot: Roll with a Bane with a piercing Hunting: Roll HUNTING & FISHING to track animal and
against your CON. If you fail roll on table p 51
weapon to ignore armor again if a trap used, if killing by weapon use skill
Topple: Instead of DMG, Opposed roll weapon vs HEALING & RESTING Fishing: Roll HUNTING & FISHING; success give D4
evade. Cannot Dodge or Parry. No count enemy turn Round Rest - Once per shift. Recover D6 WP Only rations by Rod or D6 rations by net
Disarm: Opposed roll in same weapon skill. Counts as Stretch Rest - Once per shift. Recover D6 HP or 2D6 Foraging: BUSHCRAFT roll. BANE in winter and BOON
your turn but not opponents. If 2 handed weapon you HP if someone is assisting by HEALING roll. You also in fall. Success finds D3 rations.
get a Bane. Disarmed weapon flies D6 meters recover D6 WP and heal one condition Cooking: Takes 1 shift. Roll BUSHCRAFT. Can make
Grapple: Opposed Brawling Roll. If you succeed, the Shift Rest - Recover all lost HP, WP and Remove all up to 10 Rations. Failure results in undercooked food.
enemy is trapped beneath you, if you fail you fall. conditions. Must be done in a safe place. Eating it is poison virulence 10
DRAGONBANE - CHARACTER CREATION
CHARACTER CREATION DERIVED RATINGS GEAR
MOVEMENT Weapons, armor, helmets and shields are written
1. Choose or Roll Kin
Playing by Hexes see move speed on p25, this is in their respective areas and do not count towards
2. Note Innate Ability
further modified by your agility. For mind’s eye use, your encumbrance.
3. Choose or Roll Profession
close(melee), near (ranged), far (some magic). Can You can carry a number of gear equal to half your
4. Choose or Roll Age
only move one range distance in combat strength rounded up.
5. Chose or Roll Name
DAMAGE BONUS Unless noted it is assumed the item takes 1 gear
6. Roll Attributes
STR/AGL DAMAGE BONUS slot.
7. Calculate Derived Ratings
8. Choose Trained Skills < = 12 0
STARTING GEAR:
9. Note Heroic Ability 13 - 16 +D4
Your Profession determines what starting gear you
10. Choose or Roll Weakness (optional) 17 + +D6
can choose at the start of the game. Roll or
11. Choose or Roll Gear
HIT POINTS choose among the 3 sets. You also have a set of
12. Choose or Roll Momento (optional)
Equal to CON Attribute, can be improved by simple clothes.
13. Choose or Roll Appearance
ROBUST ability.
KIN FOOD:
1.) Humans - Most Common in the world WILLPOWER POINTS 4 rations count as 1 slot
Ability: Adaptive Used for Magic, Innate, & Heroic Abilities
2.) Halfling - Modest & Good Natured Small folk Equal to WIL Attribute, can be improved by WEAPONS AT HAND:
Ability: Hard to Catch FOCUSED ability You can have up to 3 weapons (including shields
3.) Dwarf - Proud Warriors of the Earth ready at any time) anything else would have to be
Ability: Unforgiving SKILLS stored and would take an action to retrieve.
4.) Elf - Ancient and Introverted Watchers Skill level is on a scale of 1-18, and as this is a roll
Ability: Inner Peace under system, the higher the score, the better. AMMUNITION
3.) Mallard - Small but fierce BASE CHANCE: Each player has a base chance to No need to count arrows. If you have a quiver it is
Ability: Ill-Tempered, Web Feet attempt any of the skills listed on the character assumed you have enough. For slingstones too
4.) Wolfkin - Thoughtful, Protectors of the Wild sheet. See table below: you should be able to find stones anywhere.
Ability: Hunting Instincts ATTIRBUTE BASE CHANCE
All player characters can speak, read, and write, 1-5 3 BACKPACKS:
the common language. Non-Human kin have their 6-8 4 Does not count toward encumbrance. Increases
own language. Roll LANGUAGES to understand 9 - 12 5 gear slots by 2 but retrieving from the pack will
a language that is not common or for your kin. 13 - 15 6 count as an action.
PROFESSION 16 - 18 7
Key Attribute and Heroic Ability OVER-ENCUMBERED
1.) Artisan - (STR) Choose trade TRAINED SKILLS: At the start of the game, You can temporarily carry more than your limit but
i.) Master Blacksmith depending on your age, you get a number of skills you must make a STR roll to move in combat or
ii.) Master Carpenter that you are trained in. For these skills, you get to walk for a shift of travel.
iii.) Master Tanner multiple the standard BASE CHANCE by 2. Carrying others automatically counts as over-
2.) Bard - (CHA) Musician encumbered, regardless of gear slots.
3.) Fighter - (STR) Veteran SECONDARY SKILLS: Starter set only has MAGIC
4.) Hunter - (AGL) Companion as a secondary skill. You get a BASE CHANCE in TINY ITEMS
5.) Knight - (STR) Guardian secondary skills. As a MAGE you get one school of Small and light items do not count as
6.) Mage - (WIL) Choose school of Magic MAGIC as a TRAINED SKILL. encumbrance. This also goes for normal amounts
i.) Animism - Healers who speak to spirits of coins. At 100, they will start to count as 1 slot
ii.) Elementalism - Control the primeval forces SCHOOLS OF MAGIC: per 100.
iii.) Mentalism - Masters of Mind and Self As a new mage you get one school of magic as one
7.) Mariner - (AGL) Sea Legs of your TRAINED SKILLS (based on INT). You start APPEARANCE
8.) Merchant - (CHA) Treasure Hunter with 3 rank 1 spells and 3 magic tricks from your Decide or roll appearance on p29
9.) Scholar - (INT) Intuition school or from general magic. With a MAX EXPERIENCE
10.) Thief - (AGL) Backstabbing prepared Spells based on Base INT level. You can ADVANCEMENT MARKS
AGE cast from your Grimoire but it takes twice as long. Every time you roll either a DRAGON (1) or DEMON
Trained (20), check the tick mark next to that skill.
D6 AGE
Skills*
Attributes** HEROIC ABILITIES At the end of each session the GM will ask questions
You start with one heroic ability, typically what is and for each “yes” you will place another mark next
1-3 Young 6+2 AGL & CON +1
associated with your profession, but you can ask to an unmarked skill of your choice.
4-5 Adult 6+4 -
GM. ADVANCEMENT ROLLS:
STR, AGL & CON -2
6 Old 6+6 Mages have no HEROIC ABILITY as they have Roll a D20 for each mark and if the results exceeds
INT & WIL +1
magic the current rank, increase that number by 1, up to a
*6 trained skills MUST be from your profession. You can gain more during play MAX of 18.
**MAX 18
WEAKNESS (OPTIONAL) TEACHER
ATTRIBUTES Roll on p26 or think of your own weakness. If you A shift of intense training with a teacher, skill level 15
Starting Scores: Roll 4D6 and remove lowest. or more that exceeds your skill gives you an
act on or are inconvenienced by your weakness
You may swap 2 scores. additional roll. This only raises skill by 1.
then you may be able to get an additional
Strength (STR): Raw muscle power. MAGIC
advancement mark at the end of the session.
Constitution(CON): Physical fitness and resilience. Magic is improved the same as any other skill.
Agility (AGL): Body control, speed, fine motor skills. MEMENTO (OPTIONAL)
Learning new spells and new skills requires special
Intelligence (INT): Mental acuity, intellect, reasoning Roll on p27 for an item of sentimental value. It is a
training, Chapter 5 in rule book.
Willpower (WIL): Self-discipline and focus. tiny item with no practical use and takes up no gear
HEROIC ABILITIES
Charisma (CHA): Force of personality & empathy. slot. Once per session you may use your memento
You earn heroic abilities in two ways
to recover and additional condition during a stretch
1. Increasing to Level 18 in a skill
rest.
2. Performing a grand heroic deed
If you lose a memento you can choose a new item
This is at the GMs discretion, you must meet any
you have found during the adventure.
Dragonbane cheat sheet created by RoboPunchPress prerequisites of the new skill as well.