DRAGONS RPG
Diceless, Rule-sparse, All-Genre, Open,
Nonrestrictive System for RPGs
© 2017 by Felicia Knight
Basics
What is DRAGONS RPG?
What do you need to start playing?
Cooperative and Competitive Play
Tests and Attributes
Character Creation
Attributes
Traits
Equipment
Character advancement
Combat
Basic combat
Planning, coordinating and supporting
Weapons and attacks
Defending against attacks
Ranged combat and melee
Wounds and healing
End of rounds
Strategy
Traits, Abilities and Items
Traits
Item Effects
Adventures and Bonus Goals
Bonus Goals
Character Sheets
Empty
Fantasy
Apocalyptic
Horror
Sci-Fi
DRAGONS RPG is a flexible roleplaying system that combines the best parts of classical pen and paper games like interesting adventures, rich characters and a unique battle system, with elements of a trading card game. The cards you are using are, however, conventional poker cards, so there is no need to spend money on collecting them.
DRAGONS RPG can be used in any setting, ranging from fantasy over apocalyptic or horror to science fiction, so that adventures from other franchises can be easily adapted and played with DRAGONS RPG.
There is no need for dice or dice rolls, all randomness comes from drawing or playing cards. This makes combat more of a strategically interesting experience and far quicker than systems where lots of dice must be rolled in order to determine the effect of a single attack.
Like a classical pen and paper role playing game, DRAGONS RPG should be played with a game master. Cooperation is very important, and the possibility to trade cards with your allies during combat and the fact that every character can use cards for different effects, makes combat very tactical and interesting.
The materials you need to play are
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p<>{color:#000;}. Pen and paper
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p<>{color:#000;}. A deck of conventional poker cards
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p<>{color:#000;}. A character sheet for each player
Pre made character sheets can be found in the character sheet section.
DRAGONS RPG can be played cooperative or competitive.
Cooperative play is very similar to conventional pen and paper RPGs. All characters work together to achieve a common goal. In the end, they either win as a group or lose as a group, there is no individual victor at the end of a session.
Competitive play is different. Although the players share a common goal, which they try to achieve together, each player also has additional secret goals. Each player tries to achieve as many of these goals as possible, without letting the other players find out what they are, so that they can not work against these goals. At the beginning of each playing session these bonus goals are given out randomly or are chosen by the master. Bonus goals can be generic, or specifically tailored to suit this part of the adventure. Each bonus goal awards a certain amount of victory points. At the end of each session the player with the most victory points is awarded a special reward (an item, a trait, etc.)
Possible examples for bonus goals are listed in the Adventures and Bonus Goals section.
Every character has 6 attributes.
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p<>{color:#000;}. Strength (STR)
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p<>{color:#000;}. Endurance (END)
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p<>{color:#000;}. Dexterity (DEX)
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p<>{color:#000;}. Mobility (MOB)
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p<>{color:#000;}. Intellect (INT)
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p<>{color:#000;}. Wisdom (WIS)
Attributes can have values between 2 and 12, where player characters range from 5 to 9 with an average of 7.
Strength describes the physical prowess of a character. Lifting heavy objects, kicking in doors or handling heavy weapons are typical examples for the use of strength.
Endurance describes the endurance and vitality of a character. It is used to endure pain, run long distances or perform other actions that are physically taxing if performed over a longer period of time.
Dexterity describes eye-hand coordination and fine motor skills. It is used to aim, pick locks or use delicate machinery.
Mobility describes speed, quickness and flexibility. It is used to sprint, dodge an attack, balance or climb.
Intellect is the intelligence of a character. With intellect characters can quickly learn new things. Intellect is important for figuring out new technology, but also for “reading” people. Additionally it determines how well a character can see.
Wisdom describes how much knowledge a character has gathered in his life. In contrast to intellect, it is used to remember things once learned or deduct something from available knowledge. Wisdom can be helpful in anticipating enemy attacks and also determines how well a character can hear.
Sometimes during an adventure the abilities of a character are tested. For example it might be necessary to determine whether an adventurer managed to kick in a door. In this case a STR-check is performed. The player draws a random card from the deck. If the card is lower or equal to his STR value he passed the test. So a higher STR makes kicking in doors easier. A STR-check can also be modified. If it is a very weak door for example you can perform a STR+1-check, where 1 is added to your STR for the purpose of checking if you succeed. On the other hand, a reinforced door might call for a STR-2-check where 2 is subtracted from the STR.
Note that it is not possible to redo a failed check. If a player fails when trying to determine if he can kick in a door, that means that he is not capable of doing that, no matter how often he tries. Trying again for the same task is therefore not allowed, not even for another player. If somebody fails an attribute check, that usually means that no member of the group can succeed in that task.
Master: “The door is reinforced with iron. It will be very difficult to open with brute force.”
Rakni: “I want to try anyway. How difficult is it?”
Master: “It would require a STR-4 check.”
Rakni: “If I use my warhammer as a tool?”
Master: “It will still be a STR-3 check and you risk damaging your weapon.”
Rakni: “I will try anyway!”
Rakni draws a card: 6 of hearts.
Rakni: “My STR is 8. 8 minus 3 is 5. So i failed.”
Master: “You failed, but not miserably, so your weapon takes no damage. However, you lose balance and fall.”
Talindra: “I remind Rakni that I told him so, then I help him back on his feet and try to pick the lock.”
The first step in creating a character is choosing attributes, i.e. strength, endurance, dexterity, mobility, intellect and wisdom. The normal value of each attribute is 7, but it is possible to increase attributes as long as an other attribute is decreased by the same amount. Attributes are valid as long as their sum is exactly 42, and each of them is between 5 and 9.
In addition to attributes, each character can define 5 traits. These are specific advantages or abilities that the character has. In principle you can use anything as a trait that fits in your world, but do not use traits that are already covered by attributes. (For example “strong” would be a bad trait, since it would conflict with the attribute strength.) Good traits can be things like race, profession, certain skills or special knowledge.
Traits can bring bonuses on attribute checks or help in various other situations. As a rule of thumb a trait with many different ways to use it will bring a small bonus, while very specific traits can yield huge bonuses. For example a generic trait like “veteran” might bring only a bonus of +1, and only in certain situations (master’s decision) while the very specific trait “hates red dragons” might bring +4 on every combat check against red dragons.
In addition to skills, traits can also grant abilities. Abilities can be used in combat and have therefore more specific rules on how they are used.
Traits should always be approved by the master and it is ultimately the master’s decision how traits affect the gameplay. Suggestions on possible traits can be found in the “Traits, Items and Abilities” section or on the pre made character sheets.
Characters start with a limited amount of equipment, fitting their traits. A character skilled in first aid might start with a few bandages, a character skilled in sneaking might have very soft boots or a dark cloak. In addition to this, each character starts with a starting weapon. This weapon has no additional bonuses and has a weapon class (STR, DEX, or INT) of the player’s choice.
There are no experience points or levels, nevertheless characters can become more powerful or versatile over the course of their adventures. Characters can gain new equipment during an adventure and also have the possibility to gain new traits.
Master: “The stone pillar has strange markings. Would you like to decipher them? It requires a WIS-check.”
Rakni: “Do I get a bonus, because I have the trait ‘dwarf’? Dwarves are good with stone.”
Master: “No, the pillar is not of dwarven origin, and just by being a dwarf it does not get easier for you to decipher it. But both Talindra and Eredor would get a +1 bonus. Talindra for her ‘secret languages’ and Eredor for his ‘arcane knowledge’. +2 if they work together.”
Rakni: “Then I will at least watch the eggheads’ backs, while they are deciphering.”
As soon as combat starts each player draws 3 cards. Then player and nonplayer characters take turns. The master decides which faction goes first, but the order in which the players take actions is the players’ decision. In each turn a player can take one full action and one quick action. As a rule of thumb, full actions are things that can be done in roughly 3 seconds, while quick actions are actions that can be performed in less than one second. The most common actions are:
Full actions:
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p<>{color:#000;}. Attacking
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p<>{color:#000;}. Moving towards an enemy
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p<>{color:#000;}. Moving away from an enemy
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p<>{color:#000;}. Using an ability
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p<>{color:#000;}. Using an item
Quick actions:
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p<>{color:#000;}. Drawing a weapon
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p<>{color:#000;}. Moving a single step
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p<>{color:#000;}. Using quick items
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p<>{color:#000;}. Using quick abilities
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p<>{color:#000;}. Planning
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p<>{color:#000;}. Coordinating
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p<>{color:#000;}. Supporting someone
The quick actions “planning”, “coordinating” and “supporting” all have to do with card management. Planning means the player draws one card and immediately discards a card, possibly the one just drawn. Coordinating means two players trade cards: One card for one other card. Both players must agree to this deal, but only the player whose turn it is uses up a quick action. Supporting means giving one of your own cards to an allied player.
The most common full action in any fight will be attacking. Attacks are mostly performed using weapons. Some weapons can have specific advantages, but all weapons have a weapons class. The three weapon classes are STR, DEX and INT. Depending on the genre you play in, different weapons will be in different categories. In a fantasy setting STR weapons are heavy close combat weapons (swords, axes, hammers,…), DEX weapons are ranged weapons or weapons that require finesse (bows, daggers, rapiers,…) and INT weapons are either complicated machinery or magic items (wands, staffs, complicated crossbows,…). In a scifi setting heavy weapons or weapons with much recoil are STR weapons (flame throwers, heavy machine guns, grenade launchers,…), DEX weapons are weapons that require careful aiming (hunting rifles, sniper rifles, handguns,…) and INT weapons are weapons that are complicated to use (plasma guns, alien weapons, weapons that rely on psy abilities,…).
A player can choose to attack an enemy that is in range (master’s decision) with a readied weapon, but this attack must be paid for by discarding a card from the player’s hand matching the weapon class. Matching means:
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p<>{color:#000;}. Clubs: matches STR (memory aid: clubs require strength)
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p<>{color:#000;}. Diamonds: matches DEX (dexterous heroes are often interested in diamonds)
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p<>{color:#000;}. Spades: matches INT (intelligent heroes quickly “dig” something)
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p<>{color:#000;}. Hearts: matches all
The power of an attack is determined by the value of the used card (i.e. 1 for aces, 2 for twos, …, 11 for jacks, 12 for queens and 13 for kings) and the relevant attribute of the character. The power is always the higher of the two: A player with a STR of 8 using a 4 of clubs for a STR based attack has a power of 8. Using a jack of clubs would lead to a power of 11 and so on. This power is then compared to the value of a random card from the top of the deck. If the power is greater or equal to the value of the random card, the attack was successful and the defender suffers a wound. If not, the attack has no effect.
During the enemies’ turn, each enemy character attacks one player if in range (master’s decision). Also enemies have a weapon class (STR, DEX or INT), but they do not require cards in order to attack. Instead the target player is declared and he or she can choose to defend. In order to defend a card matching the attackers weapon class is needed (again Clubs for STR, Diamonds for DEX and Spades for INT). Similarly to an attack, the power of the defense is determined by the value of the used card or the attribute. However, for defense the other attributes are used:
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p<>{color:#000;}. END defends against STR attacks
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p<>{color:#000;}. MOB defends against DEX attacks
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p<>{color:#000;}. WIS defends against INT attacks
The power of the defense (either the attribute of the defending player or, if higher, the value of the used card) is compared with a random card from the top of the deck. If the power of the defense is greater or equal to the value of the random card, the attack is avoided and no damage is dealt. Otherwise the player suffers 1 wound.
Ranged attacks have the great advantage that it is usually safer to attack from a distance. To balance this, there are many situations in which attacks with ranged weapons receive a malus. Examples include poor visibility, firing into melee, having an enemy in melee range and so on. The value of the malus is the master’s decision. As a rule of thumb weapons with high range and cheap ammunition receive more malus, weapons with low range and scarce ammunition receive less malus.
Players can suffer 10 wounds before they are incapable of combat. A player that suffered 1 or 2 wounds during combat, immediately regenerates this wounds at the end of combat. 3 or more wounds need time and rest to heal, if another combat start before that, the player starts combat with the previously suffered wounds. Players that have 5 or more damage need some form of medical attention in order to heal.
After each player character and each non player character had a turn, the combat round ends. All remaining cards are discarded and 3 new cards are drawn. A new round begins and the battle continues until one faction is completely defeated or in retreat.
A very important aspect of each battle is card management. If a character gets attacked by a weapon he or she can not defend against, because of no matching cards, this character will always suffer a wound. Try to anticipate which characters are in danger of being attacked by which weapons and coordinate or support in such a way, that they have the chance of defending. If one player tries to provoke the attacks of many enemies it might be a good idea to gift him or her cards via the quick action “support” in order to allow defending against multiple attacks. Also party members that have already suffered wounds should be protected in a similar way.
Master: “The 3 goblins spotted you and are moving towards you, wielding their crude STR maces. Combat begins, but you have the first turn.”
Each player draws 3 cards.
Rakni: “Can I run towards them?”
Master: “No, the bridge between you is difficult terrain. One full action would bring you to the middle of the bridge, a second full action close enough to the goblins to attack.”
Talindra: “You should run anyway. If you block the bridge, they can’t get to us. They are all using STR based weapons and you have the highest END of all of us. If I give you my 10 of Clubs and Eredor gives you his Queen of Hearts you have enough defense to hopefully remain unharmed.”
Eredor: “I can’t give Rakni my Queen of Hearts, it is my best attack card.”
Rakni: “Then let’s swap. You get my Queen of Spades, which is equally useful to you and I get your Queen of Hearts.”
Eredor: “Only if you use your quick action for this. Then I could draw my staff and attack in the first turn.”
Rakni: “Deal!”
One of the core principles of DRAGONS RPG is that it is nonrestrictive. This means you can use whatever you like as a trait, as an item or as an ability. The options listed here only serve as an inspiration, you can make your characters, your world and your game exactly how you want it.
Race:
Races can be used as traits in most sci fi or fantasy settings. This trait should not give bonuses to attributes, it should rather represent knowledge about that race and its culture. It may also be used on skills deeply associated with this race.
[* Profession:*]
Professions, both in the sense of (prior) occupation as well as adventurers’ professions can be used as trait. Bare in mind that the character does not inherit all the skills associated with this profession, but can be granted a small bonus for some skills. While a character with the trait “sneaking” may get +3 on all skill checks concerning sneaking, someone with the profession “hunter” may get +1 only if out in the wild.
[* Personality:*]
There are many positive aspects of a character’s personality that could grant bonuses on certain situations. Examples include “Attractive”, “Charismatic”, “Disciplined”, “Emphatic”, “Humble”, “Patient”, “Persuasive”, …
Skills:
A skill is something a character learned and now knows how to do. These can be labor skills (metal crafting, cooking, engineering, … ), life skills (survival, lockpicking, hunting, … ), social skills (leadership, lying, negotiating, … ) or knowledge (ancient languages, arcane knowledge, animal lore, …).
Abilities:
Contrary to skills, abilities can be used in combat. Therefore it is necessary to agree on specific rules on how they can be used. Again, these are just suggestions and should only serve as an inspiration.
Offensive Spells/Abilities: Most spells can be handled as ranged or melee attacks, following the same rules. Therefore all offensive spells are either STR-based, DEX-based or INT-based, must be paid for by a matching card and inflict 1 wound if successful. Specifics of the spell (if it is a fireball, a lightning strike, a mental attack, …) only affect master decisions, the core rules of all damaging spells are alike.
Healing Spell/Ability: Full action, requires a WIS check. If successful, heals 1 wound. Can only be used on characters with 4 or less damage.
Greater Healing Spell/Ability: Full action, requires a WIS-3 check. If successful, heals 2 wounds. Can only be attempted once a day.
First Aid: Full action, requires a END, MOB or WIS check (highest attribute). If successful, heals 1 wound. Can only be used on characters with 2 or less damage.
Endure Pain: Quick action, can only be used on self and only if having exactly 1 damage. Requires a END-1 check. If successful, heals 1 wound.
Patch Up: Quick action, requires a DEX check. If successful, the targets heals 1 wound. If unsuccessful, the target suffers wound. Can only be used on characters with 3 or less damage.
Provoke: Quick action. Provoke an enemy in order to force him to attack you next turn, instead of one of your allies.
Battlecry: Quick action. Can only be used in your first round of combat. All allied characters including yourself may discard a card, then draw a card.
Charge: Full action. Move in the same way you would when using the full action “Movement”. If you reach an enemy with this move, you may use your quick action to make a melee attack. Can only be used once in each combat.
Protect: Quick action. Attacks that are targeted at an ally within you melee range are targeted at you instead. Last until you use another quick action.
Sneak Attack: Attacks you make against an unsuspecting or occupied enemy get +1 if they are ranged and +2 if they are melee.
Crippling Spell/Ability: Full Action. Make an attack against an enemy in range. If successful, this attack causes no wound, but immobilizes the enemy for 1 turn.
Support Spell/Ability: Full Action. Make a END, MOB or WIS check (depending on ability). If you succeed, target ally gets +3 on the next defense. If you fail, target ally gets +1 on the next defense.
Assist Spell/Ability: Full Action. Make a END, MOB or WIS check (depending on ability). If you succeed, target ally gets +3 on the next attack. If you fail, target ally gets +1 on the next attack.
Equipment can have special properties, which can help the players in combat. Again, these are only suggestions, feel free to include your own ideas, fitting to the world you play in.
Weapons:
+X: X is added to the power of attacks with this weapon.
-X: X is subtracted from the power of attacks with this weapon.
Adequate: Paying for an attack with a matching ace adds 1 to the power of your attack.
Well Crafted: Paying for an attack with a matching ace or 2 adds 1 to the power of your attack.
Masterwork: Paying for an attack with a matching ace or 2 adds 2 to the power of your attack.
Quickdraw: Drawing this weapon does not use up your quick action.
Heavy : Attacks can only be paid for by a matching 7+ card.
Versatile: Can be used as a STR, DEX or INT based weapon.
Deadly: When inflicting a wound, inflict a second wound if your attack power was higher than 10.
Cunning : Attacks payed for by heart cards gain +2 attack power.
Fast: Gain a second quick action if you inflict a wound with this weapon.
Slow: Uses up a quick action as well as a full action in order to attack.
Cooldown: Can’t be used for 1 turn right after it was used.
Relentless: You can use your quick action for an attack if your first attack inflicted no wound.
Parry: If your attack misses, regain the card you used to pay for this attack.
Clothing and Armor:
+X: X is added to your defense power when defending.
-X: X is subtracted from your defense power when defending.
Adequate: Paying for a defense with a matching ace adds 1 to your defense.
Well Crafted: Paying for a defense with a matching ace or 2 adds 1 to your defense.
Masterwork: Paying for a defense with a matching ace or 2 adds 2 to your defense.
Sturdy X: Adds X to your defense when defending against STR attacks.
Lightweight X: Adds X to your defense when defending against DEX attacks.
Resilient X: Adds X to your defense when defending against INT attacks.
Safeguard: Ignore the first wound inflicted on you in each battle.
Brittle X: Is destroyed after you suffered X wounds while wearing it.
Bonus on Y: Awards a bonus for Y (Sneaking, Melee Attacks, Ranged Attacks, Spells, …)
Single Use Items:
Heal X wounds.
Inflict X wounds.
Gain one attribute point, lasting one combat.
Gain a specific trait, lasting one combat.
Draw 4 cards at the beginning of each combat round, lasting one combat.
Most adventures and characters from other systems can easily be adapted to play with DRAGONS RPG rules. Story, puzzles and characters can remain the same, the only thing that requires a little thought is the strength of enemies. As a rule of thumb, a weak enemy has 3 wounds, a normal enemy 5 wounds and a strong enemy 8 wounds. Boss enemies have 5 wounds for each player in the group and can make one full action for each player in the group. To make combat more difficult, enemies could have +1 weapons or +1 armor of some kind. There are also many ways to implement various special abilities. Here are some example monsters from a fantasy setting as inspiration:
Goblin:
4 wounds, Goblin Bow (DEX, -1, ranged), Goblin Dagger -1 (DEX), Sneak Attack
Kobold Shaman:
5 wounds, Cursed Wand (INT), can heal 1 wound of one ally excluding itself each turn
Ogre:
8 wounds, Club (STR, +2), attacks against an Ogre receive a bonus of +1
Ghost:
5 wounds, Screech (INT,+1, ranged), suffers 2 wounds from magical weapons and attacks
Ghoul:
4 wounds, Bite (STR), heals one wound if it inflicts a wound
Skeleton:
5 wounds, Crude Sword (STR, -1), projectile and piercing attacks against a Skeleton suffer a malus of -2
Ooze:
8 wounds, Acid Splash (DEX, -1, ranged), after suffering 4 wounds it splits into 2 Oozes with 2 wounds each.
Kraken:
5 wounds for each player, 1 full action for each player, Tentacle (STR, +2), characters wounded by the Kraken cannot move the following turn.
Including Bonus Goals in existing adventures can be done in two ways. One way is to design specific goals that only work in this adventure. Maybe the collection of a special item that the adventurers will encounter, the defeating or sparing of a certain character, the exploration of a special place, using a certain way to overcome an obstacle, all these things can make good Bonus Goals. A good Bonus Goal is something difficult that an adventurer would not normally do, but it should not be something that jeopardizes the success of the whole adventure. It is especially interesting to find Bonus Goals that fit the player characters, since it will be easier for the players to hide their intentions that way.
The second way of implementing Bonus Goals is using generic tasks that are possible in every adventure. Some inspiration can be found in the following list:
Have more gold/money than any other character at the end of the session (2 points).
Suffer two wounds in one combat round (2 points).
Heal a wound from an ally (1 point).
Make no attacks throughout a combat (2 points).
Be more than one mile away from the rest of the group for more than an hour (4 points).
Build a trap of some kind (2 points).
Attack someone unprovoked (1 point).
Steal something (2 points).
Pick a lock (1 point).
Buy something utterly useless (1 point).
Pray in a temple (1 point).
Defeat an enemy without help of your allies (2 points).
Sleep two hours longer than any other member of the group (1 point).
Run away from the battlefield during a combat (2 points).
Sing a song while hiding somewhere (2 points).
Insult a brute (1 point).
Convince someone that you are nobility (1 point).
Sell something for half of what it’s worth (1 point).
Let someone escape on purpose (2 points).
Enjoy a lavendish meal (1 point).
Confess to a crime someone else committed (2 points).
Name:____________
STR:___ END:___
DEX:___ MOB:___
INT:___ WIS:___
Wounds:
[] [] [] [] [] [] [] [] [] []
Traits:
____________
____________
____________
____________
____________
Equipment:
____________
____________
____________
____________
____________
Name: Rakni Ironbeard
STR: 8 END: 9
DEX: 7 MOB: 6
INT: 6 WIS: 6
Wounds:
[] [] [] [] [] [] [] [] [] []
Traits:
Dwarf
Hates Goblins
Mountaineer
First Aid
Battle Cry
Equipment:
Dwarven Axe (STR)
Dwarven Shield (+1 against ranged attacks from goblins)
Climbing Rope
Bandages
Name: Talindra Quickbow
STR: 6 END: 5
DEX: 9 MOB: 8
INT: 7 WIS: 7
Wounds:
[] [] [] [] [] [] [] [] [] []
Traits:
Elf
Sneaking
Secrest Languages
Lockpicking
Sneak Attack
Equipment:
Elven Bow (DEX, ranged)
Elven Dagger (DEX)
Dark Cloak (+1 on sneaking checks)
Thieves Tools
Name: Eredor Firebreath
STR: 6 END: 6
DEX: 7 MOB: 6
INT: 9 WIS: 8
Wounds:
[] [] [] [] [] [] [] [] [] []
Traits:
Mage
Ancient Languages
Burning Touch (Offensive Spell, melee, INT)
Cauterizing Flame (Healing Spell, ranged, WIS-1)
Leadership
Equipment:
Fire Staff (INT, ranged)
Healing Herbs
Ink and Parchment
Name: Godric Grayheart
STR: 7 END: 6
DEX: 6 MOB: 6
INT: 8 WIS: 9
Wounds:
[] [] [] [] [] [] [] [] [] []
Traits:
Cleric
Divine Knowledge
Medical Knowledge
Healing Prayer (Healing Spell, ranged, WIS)
Bless (Assist Spell, ranged, WIS)
Equipment:
Holy Mace (INT, melee)
Holy Shield (+1 against attacks from undead)
Holy Symbol (+1 on holy spells)
Name: Magni Blundergear
STR: 7 END: 7
DEX: 8 MOB: 6
INT: 8 WIS: 6
Wounds:
[] [] [] [] [] [] [] [] [] []
Traits:
Dwarf
Engineer
Mechanical Knowledge
Patient
Patch Up
Equipment:
Strong Crossbow (DEX, +1, heavy, ranged)
Light Crossbow (INT, ranged)
Wrench (DEX)
Name: Vara Thornwood
STR: 6 END: 6
DEX: 7 MOB: 7
INT: 8 WIS: 8
Wounds:
[] [] [] [] [] [] [] [] [] []
Traits:
Elf
Druid
Talk to animals
Thorn Whip (Offensive Spell, INT, ranged)
Crippling Thorns (Crippling Spell, INT, ranged)
Equipment:
Wooden Dagger (DEX)
Filbert (squirrel animal companion)
Healing Balm
Name: Oliver Drake
STR: 8 END: 8
DEX: 7 MOB: 7
INT: 6 WIS: 6
Wounds:
[] [] [] [] [] [] [] [] [] []
Traits:
Soldier
Leadership
Military Knowledge
Expert Driver
Barricading
Equipment:
Machine Gun (ranged, STR)
Combat Knife (STR)
First Aid Kit
Name: Briggs Barker
STR: 6 END: 7
DEX: 9 MOB: 8
INT: 6 WIS: 6
Wounds:
[] [] [] [] [] [] [] [] [] []
Traits:
Thief
Sneaking
People Person
Knee shot (Crippling Attack, DEX)
Unarmed Combat
Equipment:
Handgun (ranged, DEX)
Lock Pick
Binoculars
Name: Dr. Alicia Read
STR: 6 END: 6
DEX: 7 MOB: 6
INT: 8 WIS: 9
Wounds:
[] [] [] [] [] [] [] [] [] []
Traits:
Medical Doctor
Virology
Anatomy
Stitch Wounds (Healing Ability, WIS)
Operate (Greater Healing Ability, WIS-2)
Equipment:
Scalpel (INT)
Doctor’s Bag
Adrenalin (single-use, gain 1 STR and 1 END for one combat)
h4<>{color:#000;}.
Name: Asmodeus
STR: 6 END: 7
DEX: 6 MOB: 7
INT: 8 WIS: 8
Wounds:
[] [] [] [] [] [] [] [] [] []
Traits:
Vampire
Sneak
Charming
Vampiric Bite (Melee Attack, INT)
Vampiric Gaze (Crippling Spell, ranged, INT)
Equipment:
Red Potion (single use, heals 2 wounds)
Dark Cloak
Ritual Dagger
Name: Gillian
STR: 9 END: 9
DEX: 6 MOB: 6
INT: 6 WIS: 6
Wounds:
[] [] [] [] [] [] [] [] [] []
Traits:
Werewolf
Mangle (Attack Ability, melee, STR)
Endure Pain
Provoke
Battle Cry
Equipment:
Red Powder (single use, inflicts 1 wound, gain 2 STR lasting 1 combat)
Leather Armor
Lucky Charm
Name: Victor van Faust
STR: 6 END: 7
DEX: 9 MOB: 8
INT: 6 WIS: 6
Wounds:
[] [] [] [] [] [] [] [] [] []
Traits:
Vampire Hunter
Half Vampire
Occult Knowledge
Holy Knowledge
Detect Evil
Equipment:
Crossbow (Ranged, DEX)
Wooden Stake (Melee, DEX, +1 against vampires, -1 against non-vampires)
Silver Dagger (Melee, DEX)
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Name: Degrot
STR: 8 END: 8
DEX: 6 MOB: 7
INT: 6 WIS: 7
Wounds:
[] [] [] [] [] [] [] [] [] []
Traits:
Stellurian
Miner
Explosives
Unarmed Combat
Massive
Equipment:
Mining Pick (STR)
Laser Drill (ranged, STR)
Stellurian Explosive (single use, inflict 2 wounds)
Name: Professor Tink
STR: 6 END: 6
DEX: 7 MOB: 7
INT: 9 WIS: 7
Wounds:
[] [] [] [] [] [] [] [] [] []
Traits:
Viturian
Scientist
Hacking
Engineering
Nano-Infusion (Healing Spell, WIS)
Equipment:
Hexabeam Gun (INT, ranged)
Hacking Interface
Lab coat (+1 against fire and electricity attacks)
Name: Velaria
STR: 5 END: 5
DEX: 8 MOB: 8
INT: 8 WIS: 8
Wounds:
[] [] [] [] [] [] [] [] [] []
Traits:
Human
Bounty Hunter
Psy Void (Crippling Spell, ranged, INT)
Psy Destruction (Offensive Spell, ranged, INT)
Psy Barrier (Support Spell, ranged, WIS)
Equipment:
Psi Blade (INT)
H-Gate Implant (+1 defense against Psy attacks)
Pyze-Pill (single use, suffer 1 wound, +2 on Psy abilities lasting one combat)
DRAGONS RPG (Diceless, Rule-sparse, All-Genre, Open, Nonrestrictive System for RPGs) is a flexible roleplaying system that combines the best parts of classical pen and paper games like interesting adventures, rich characters and a unique battle system, with elements of a trading card game. The cards you are using are, however, conventional poker cards, so there is no need to spend money on collecting them. DRAGONS RPG can be used in any setting, ranging from fantasy over apocalyptic or horror to science fiction, so that adventures from other franchises can be easily adapted and played with DRAGONS RPG. There is no need for dice or dice rolls, all randomness comes from drawing or playing cards. This makes combat more of a strategically interesting experience and far quicker than systems where lots of dice must be rolled in order to determine the effect of a single attack. Like a classical pen and paper role playing game, DRAGONS RPG should be played with a game master. Cooperation is very important, and the possibility to trade cards with your allies during combat and the fact that every character can use cards for different effects, makes combat very tactical and interesting.