3. Description of Characteristics
4. Effects of Characteristics
5. Characteristic Generation
6. Birthright
7. Aspect
8. Heritage
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A player assumes the role of a character. The player develops the personality of his character during adventures: the character's needs, foibles, and ethos are revealed through interaction with the other players' characters and the creatures represented by the GM. The manner in which the character's personality develops will undoubtedly be affected by that character's characteristics. A characteristic is a measure of a facet of the character's physical or mental makeup which the player does not invent.
Every human character begins play at the age of 18 years (if the GM's world revolves around its sun during a period of time not equal to 365 days, he should convert from earth years to his own). A non-human character begins play at a corresponding age for his race. At that age, the character's body has matured enough so that age will not alter his characteristics. The character does have some of his life already behind him; the memories of those times must be supplied by the player, but any monies and experience accumulated are the character's to spend.
A player must keep track of the statistical data (e.g., characteristics) concerning his character. A model Character Record, on which all pertinent information may be recorded, is provided with this rulebook (see Appendices). The GM may choose to use a different recording form, or modify the one provided to suit his tastes. Whichever the case, the GM must be provided with a complete and current character record for each player's character. The GM can then verify the information on each record, or make corrections where necessary. Each player should also have a copy of his own character's record, though as play goes on, the two records will differ (the GM will, in all probability, note something about a character that he does not want the player to know, such as a curse).
The player must generate or assign values to each of his character's first eight characteristics (see rule 3.1 through rule 3.8). The GM may also choose to introduce optional characteristics, including Physical Beauty (described in these rules), Height, Weight, Sex Drive, and anything else that comes to mind. The proliferation of such indices, while providing a player with a clearer picture of his character, will require extra book keeping.
The first six characteristics are primary
characteristics. Primary characteristics may be increased
temporarily by magic or permanently by the expenditure of
experience, and may be decreased temporarily by magic or permanently
by injury to the character. All other characteristics, whether or
not optional, are secondary characteristics. The manner in which a
secondary characteristic may be changed will be covered in the
appropriate rule. A temporary
change indicates an increase or
decrease of limited duration to the value of a characteristic; a
permanent
change indicates an increase or decrease of indefinite
duration to the value of a characteristic. Adventurers in a world of
magic can expect to be in a state of flux for most of the time.
Generally, a high characteristic value indicates a character's ability to perform a certain task well, while a low value indicates a relative lack of such ability. A characteristic's effect is almost always translated into numerical terms for the purposes of resolving action during play.
Though characteristics are relatively fixed, a player retains
total freedom of choice for his character. When a player shapes
the personality of his character, he will probably wish to account
for some of the character's more extreme characteristics. For
instance, if a character with an extremely low Physical Strength
value decided to specialize in magic, he might compensate for an
inferiority complex developed during adolescence (due to constant
bullying) by choosing spells of destruction. The spells would, of
course, allow that character to stand off the would-be Conans
(refer to R.E. Howard's classic stories) of his world. A
character with a high value in Agility might indulge in frivolous
sports, because of his natural talent in such
activities. Remember, the greater the care taken when
characterizing, the more real
that character becomes. The player
should strive for consistency in developing facets of his
character's emotional make-up.
The Physical Strength characteristic represents the brute force a character can exert from the thews of his arms, the thrusting power of his leg muscles, and his lift and weight capacity (using leg, back, and stomach muscles).
The Manual Dexterity characteristic represents the character's hand-to-eye coordination, the speed at which he may perform a complex task with his hands, and his ability to manipulate his hands.
The Agility characteristic represents the character's litheness of body, the speed at which he may run, and his ability to dodge with or contort his body.
The Endurance characteristic represents the character's capacity to sustain wounds, his resistance to disease and infection and his rate of recovery from same, and directly affects his ability to overexert himself.
The Magic Aptitude characteristic represents the character's control over the flow of mana (the stuff of magic) from another dimension, and his ability to remember arcane rituals and information.
The Willpower characteristic represents a character's ability to resist the imposition of another's will upon his own, and the degree to which his will can be used to counter his instincts (when, for instance, he might be attempting an action which may be suicidal).
The Fatigue characteristic represents the number of potentially serious wounds the character can turn into minor cuts and bruises by adroit or random maneuvering in combat, the mental energy he can use to cast spells, and the degree to which he may exert himself before becoming exhausted.
Fatigue value may be increased permanently by the expenditure of Experience Points, and temporarily by magic.
The Perception characteristic represents the character's ability to note peculiarities in a given situation (e.g., recognize an ambush), his ability to deduce a people's habits or customs from scant information, and his ability to gauge the fighting skill of another person or monster.
Perception value may be increased or decreased temporarily, as a result of a character's performance during an expedition, and may be increased permanently, through the expenditure of experience. Magic, drugs, and the character's condition may cause a temporary increase or decrease in the Perception value.
Physical Beauty is an optional characteristic representing a character's appearance compared to the aesthetic standards of his society and race. A character with a high Physical Beauty value will be a pleasing sight to a member of any of the races described in section VI, though reactions will vary by race.
Example: A female halfling would find a male halfling with a Physical Beauty of 23 sexually stimulating, while a female human would think that the same halfling is extremely cute.
Physical Beauty is in no way a reflection of a character's personality. A member of the opposite sex might be smitten by a character with a high Physical Beauty value, but the smitten character's subsequent reactions would probably be governed by the beautiful character's personality.
The Physical Beauty values for monsters describe how that monster appears to a character, and not to another monster of the same race. This distinction is made because there is a greater incidence of character-to-monster than monster-to-monster interaction, from the perspective of the players. Physical Beauty may be increased or decreased temporarily by magic, and decreased permanently by disfigurement.
The different characteristics do not cover every facet of a character's performance on an adventure.
The GM relies upon characteristics only when a player attempts a physical or magical action for which character-GM interaction will no longer help decide the outcome. If the character must exercise his intelligence or wisdom (to name a few facets of his personality not included in characteristics), the player must provide the action or conversation for his character.
When a player declares that his character will attempt a task which the GM acknowledges as dependent upon a particular characteristic, the GM assigns the task a difficulty factor. This difficulty factor will be a number from .5 (one-half, most difficult) through 5 (least difficult). The greater the difficulty factor value, the easier a task will be to perform.
The GM multiplies the difficulty factor by the appropriate characteristic, arriving at the percentage chance of the character per-forming the task. He then rolls D100, and if the roll is less than the percentage, the character has successfully performed the task. If the roll is equal to that percentage, the character will succeed if immediately aided by another character (if applicable). If the roll is greater than the percentage, but not greater than the percentage plus the relevant characteristic, the character has failed without injury to himself (if injury is at all avoidable). If the roll is greater than the percentage plus the relevant characteristic, then the character has failed and may have injured himself. The GM may wish to determine the extent of the injury by how much the roll exceeds the percentage plus the characteristic.
When one character aids another (because the D100 roll was equal to the latter's characteristic times the difficulty factor), the aiding character's value in the relevant characteristic must be at least 15 or equal to or greater than the aided character's value.
The chance of failure is always equal to at least 30 minus the relevant characteristic, and a roll of 100 always causes failure.
Example: If the applicable value is 23, then a roll of 94 or greater (30−23=7; there is a 7% chance of a number from 94−100 being generated) will cause the character to fail at his task, regardless of what the percentage chance of success may be.
The following sample tasks are provided so that GMs may establish their own guidelines.
Physical Strength: Opening doors and lifting heavy objects will be the two most common tasks tied to Physical Strength. Consider the sturdiness of the door and the implement being used to open it for the former, and consider the weight and bulk of the object plus the purchase afforded the character for the latter.
Manual Dexterity: Consider the delicacy of the task when a character seeks the careful manipulation or removal of an object.
Agility: Consider the sturdiness of the structure being crossed or climbed and the ease with which the character may balance himself when attempting to cross or climb a poorly-anchored structure.
Endurance: Consider how tired the character already is and how exhausting the upcoming task if the character wishes to push his body to its limits. If more than one character is attempting a task which the GM will resolve using these rules, he may reduce the difficulty factor if their combined efforts surpass those of one. If the task requires a co-operative effort, the difficulty factor remains the same. In either case, the lowest-valued characteristic among the performing characters is the multiplier.
If more than one character is attempting a task which the GM will resolve using these rules, he may reduce the difficulty factor if their combined efforts surpass those of one. If the task requires a cooperative effort, the difficulty factor remains the same. In either case, the lowest-valued characteristic among the performing characters is the multiplier.
Minor magic is best performed by a member of a Magical College. Therefore, a character's ability to perform minor magic is governed by his Magic Aptitude value.
A feat of minor magic is generally performed to entertain rich, royal, or towns folk. Such a feat can also gull the credulous. Minor magic includes the tricks used by the prestidigitators and conjurors of fantasy literature.
Minor magic may be employed by any caster, regardless of his collegiate affiliation. No one may be directly harmed by the use of minor magic, although an adroit caster might conceive a trap making use of minor magic. If a being wishes to resist minor magic, his magic resistance is increased temporarily (see rule 47).
There are three types of minor magic. The glamour, a spell of minor illusion, can be used to create simple images that glow with faint luminescence. A caster could, for instance, appear to be juggling colored balls of light though use of a glamour. The cantrip, a spell of small transformation or apportation, can be used to recreate some of the spells ascribed to imps. A caster could sour beer, cause candle flames to gutter, or make small objects disappear down his sleeve to any other place on his person. The trance, a hypnotic spell, can be used to remove minor inhibitions temporarily or to cause a person to perform a harmless task. The caster of such a spell must engage his subject through traditional means; i.e., he must lull the subject into trance by engaging the subject's concentration upon the rhythmic movement of a small object. If, for instance, a woman with prim demeanor were rather attracted to a male caster, the caster could not cause the same woman to run naked through a deserted street at night, if the nudity taboo of her culture was as strong as that of most cultures.
The casting of a minor magic spell costs the Adept one Fatigue Point, whether the spell is successful or not. The procedure described in rule 4.1 is used to resolve the spell. Magic Aptitude is the relevant characteristic. The difficulty factor value should decrease as the spell becomes more ambitious. If the roll is greater than the sum of the success percentage plus the value of the character's Magic Aptitude, then the spell result should manifest itself in a manner decidedly different from the Adept's intention.
A character will often have to rely upon his intuition and his powers of observation at crucial junctures during an adventure. The GM can recreate a character's interpretation of events or of a tableau in front of him by deriving a percentage chance (of the character understanding the situation properly) from one character's Perception value. The GM should use this procedure to dictate what he will tell the players only when the particular clue or piece of information is not deducible from verbally relayed data.
The GM should, for example, inform the players that the ellipsoid symbol on the robes of the tall man approaching them probably indicates that he is a priest, since the circle is a religious symbol used throughout his world. However, it would be up to the players to infer what happened when they see the vampire with which their necromancer friend was so recently talking come out the door, blood dripping from his mouth.
When the GM deems it appropriate to check a player's Perception before he answers a question, he either consults the Perception of the leader (see rule 153.1) or the character who is particularly suited to deduce information in the current situation. The obscurity of the information sought determines the difficulty factor. Multiply the character's Perception value by the difficulty factor, and roll D100.
If the roll is equal to or less than the percentage chance, the GM informs the appropriate player of the correct information. If the roll is greater than the percentage, but not greater than the percentage plus the character's Perception value, the GM will either inform the player that he is not sure or give him a part (but not all) of the information. If the roll is greater than the percentage plus the character's Perception value, the GM will mix fact with fiction; the greater the roll, the more erroneous the information.
The GM should not avail himself of this procedure constantly during an expedition. He should use it when the players request more information than he is willing to give them, when the characters venture into foreign places or lands or meet alien people or races, and when a decision is necessary to speed play. Remember that constant use of this procedure makes the outcome of the adventure increasingly luck-dependent. A judicious GM will use the procedure no more than once per hour (real time) during an expedition.
The GM will stint those players who constantly request use of the Perception roll when it comes time for experience awards (see rule 160). A player who allows dice rolls to usurp the responsibilities of his mind deserves no better.
Whenever the GM introduces a new characteristic, he must define what it represents and its effects. He may decide to change or add to the effects at a later date; since a fantasy roleplaying game evolves with each campaign, such adjustments are permissible as long as he informs the players.
Example: The GM requires each player to generate a Physical Beauty value for their character. He announces that the characteristic will come into play whenever the reaction of a humanoid non-player character must be gauged on the Reaction Table. The dice roll will be modified by one for every 3 points difference between 15 and the Physical Beauty value of the character with whom the humanoid is conversing. The primary purpose for creating new characteristics is to provide players with further reference points for their characters' personalities.
The player randomly generates his character's total Characteristic Points. He assigns values, within specified limits, to each of his primary characteristics from this point pool. The secondary characteristics are generated either randomly or as a direct function of a primary characteristic, or they begin at a set number for all characters. Some of the characteristics will be modified if the character is of a non-human race. The player will not know the race of his character (unless human) until all of his characteristics have been generated.
The range of values for a characteristic will normally be between 5 and 25. A value of 5 represents the minimum performance possible by an adventuring character.
Example: A character with a Manual Dexterity of 5 would be extremely clumsy, but not so inept that he could not be entrusted with a simple, though essential, task.
A value of 25 represents the normal maximum performance, which may be achieved by a human; a value of 26 or greater befits a superman.
Example: A character with a Physical Strength of 25 may not be able to bend steel bars in his hands, but he does pretty well with bars of iron.
Each player rolls 2D10 and reads across the line on the Point Generation Table below corresponding to the two dice total. The number of Characteristic Points and Maximum value thereby obtained is noted on a piece of scrap paper.
2d10 | Characteristic Points |
Characteristic Maximum |
---|---|---|
2 | 81 | 25 |
3 | 82 | 25 |
4 | 83 | 24 |
5 | 84 | 24 |
6 | 85 | 24 |
7 | 86 | 23 |
8 | 87 | 23 |
9 | 88 | 23 |
10 | 89 | 22 |
11 | 90 | 22 |
12 | 91 | 22 |
13 | 92 | 21 |
14 | 93 | 21 |
15 | 94 | 21 |
16 | 95 | 20 |
17 | 96 | 20 |
18 | 97 | 20 |
19 | 98 | 19 |
20 | 99 | 19 |
Furthermore, a character may have only one characteristic equal to his maximum value if that value is greater than 20, or may have up to two characteristics equal to the maximum value if that value is 19 or 20. In either case, the character may have up to two characteristics equal to one less than his maximum value and up to three characteristics equal to two less than his maximum value. If a character does not have a characteristic equal to his maximum value, he may increase the limit of characteristics with a value one or two less than the maximum values by one.
Similarly, he may transfer
an extra characteristic equal
to two less than the maximum value for either or both of his
two characteristics equal to one less than the maximum value;
thus, if it were mathematically possible, a character could
have six characteristics equal to two less than the maximum
value for his group. Prior to dividing up his characteristic
points, the player should give some thought to what kind of
character he wishes to be and what weapons, spells, and skills
he desires for this newly born individual. It is important to
emphasize that in DragonQuest, any character can choose any
combination of abilities. Certain weapons require a great deal
of Physical Strength or Manual Dexterity and the player should
be sure to allot enough points in those areas to use the
weapons of his choice. All Magical Colleges require a minimum
Magical Aptitude to join (see rule
50.7) and the player should be aware of these
restrictions. Most Skills do not have any special
requirements, but many give bonuses for exceeding a minimum
value in certain characteristics. The choice of race will also
alter the characteristic values, and the player must weigh all
requirements and restrictions.
When the player has chosen the values for his character, he
writes them down on his Character Record. The total value of
the six primary characteristics must equal the amount received
from the Point Generation Table; a player may not save
Characteristic Points to assign to characteristics at a later
date. The value of each of the six primary characteristics
must be recorded before any secondary characteristics (see
rule 5.3
through rule
5.6) are generated.
The player enters the Fatigue value corresponding to his character's Endurance value.
Endurance | Fatigue |
---|---|
3–4 | 16 |
5–7 | 17 |
8–10 | 18 |
11–13 | 19 |
14–16 | 20 |
17–19 | 21 |
20–22 | 22 |
23–25 | 23 |
26–27 | 24 |
Boldface Values: Bold Endurance and Fatigue values may be achieved only by members of certain non-human races.
Once the character has been completely generated, a change in the character's Endurance value will not affect his Fatigue value, and vice-versa.
The value may be modified if the character is non-human (see rule 6).
The GM may decide on any method he wishes to generate a characteristic he introduces. The equal distribution method generates the value randomly, with every result having the same chance of occurrence. The bell curve method also generates the value randomly, though the average is more likely to occur than the extremes. The set value method either gives every character the same starting value, or derives the value directly from some characteristic. The GM should not interfere with the procedures for generating any of the mandatory eight characteristics when establishing a procedure for an optional characteristic.
Example: The value of the Physical Beauty characteristic is generated by rolling 4D5+3. A roll of 7 indicates an ugly character, while a 23 indicates a beautiful character. Characters are assumed not to be execrably horrible in appearance (5), or of surpassing loveliness (25), since such people would have great problems while adventuring. They were, in all likelihood, directed to other pursuits at an early age.
The player enters the Tactical Movement Rate (TMR) value corresponding to his modified Agility value.
Modified Agility |
Tactical Movement Rate (TMR) |
---|---|
3–4 | 2 |
5–8 | 3 |
9–12 | 4 |
13–17 | 5 |
18–21 | 6 |
22–25 | 7 |
26–27 | 8 |
Boldface Values: Bold Modified Agility and TMR values may be achieved only by members of certain non-human races.
The Tactical Movement Rate may be modified if the character is non-human. In addition, a character's normal Tactical Movement Rate may be reduced if he suffers an Agility penalty due to wearing armor, or becomes encumbered due to the amount of weight he carries (see rule 156.9). In normal play, a character's Agility value will not exceed 27.
A character's genetic heritage will have great influence upon him throughout his adventures. First, there is the matter of gender. The worlds of DragonQuest closely parallel the Europe of medieval Earth, where women were largely relegated to secondary roles. However, the bias is not as great in a fantasy world, for the physically weak have recourse to magic. Generally, a female adventurer will be a determined soul, having surmounted cultural handicaps.
A character's race is just as important as his gender, if not more so. In this world, a person's race connotes the color of his skin. In a fantasy world, a character's race indicates that he is a member of a distinct humanoid species. Each race has a separate way of life, developed over millennia of co-existence with one another. Racial intolerance is just as prevalent in a fantasy world as it is in this world. Only the camaraderie and interdependence of adventurers have promoted interracial harmony, which may be why adventurers are often regarded as rogues and outcast among their comparatively staid brethren.
Practically, each race has its strengths and weaknesses. The human race is the most prevalent, probably because of its high birth rate and the flexibility of the individual human. The elves, dwarves and giants are races in their twilight years; human civilization will not treat them too kindly. The halflings seem to be adaptable to almost any way of life, and thrive because of their compatibility with humans. The orcs and shape-changers are nascent races, who may some day challenge human hegemony.
A truly sophisticated player will integrate the effects of his sex, culture, and race into the personality of his character. Most games-masters, while struggling to flesh out the cultures of their world, will settle for the character who is the product of his racial and sexual background.
A character must be either male or female. Every race described in this section comprises only those two sexes. A character may only be hermaphroditic or asexual if his player receives special permission from the GM.
Each player should choose the sex of the character. It is recommended each character be the same sex as the player. Roleplaying a character whose entire gestalt is alien to the player is hard enough without a change of sex. If the player wishes a character of the opposite sex, the GM should warn him (or her) of the difficulties, and judge that player's characterization as closely as anyone else's.
The Physical Strength of a female character is decreased by two, but her Manual Dexterity and Fatigue are increased by one.
A character's gender may be changed only through deep magic, or by a deity.
The player rolls D5 and D10. If the D10 result is greater, the character's Primary Hand is his right. If the D5 result is higher, the Primary Hand is the left. If the two results are identical, the character is ambidextrous. This determination affects which hand a weapon is held in during combat, and any penalties assessed for attacking with a weapon in a non-Primary Hand.
If the player is a human character, none of his characteristics are modified. He gains no advantages and is subject to no restrictions.
When a player wishes to be a non-human character, he declares which race he is attempting to be, and rolls D100. If the roll is equal to or less than the percentage chance given for that race, the character is that type of non-human. If the roll is greater than the indicated percentage, the character may not be of that race.
Race | Chance |
---|---|
Dwarf | 25 |
Elf | 30 |
Giant | 6 |
Halfling | 15 |
Human | 100 |
Orc | 20 |
Shape-changer | 4 |
A player may attempt up to three rolls (for separate races) to be a non-human. If he fails on all three rolls, his character is human. Conversely, if one of his rolls falls within the indicated span of numbers for a race, his character must be of that race. A player may forfeit his right to any further rolls to be a non-human if he has exhausted the races he wants to be.
When a character gains proficiency in an ability, it is represented in game terms by his player expending Experience Points. The cost, in terms of Experience Points, to advance in any one ability is affected by the character's race. Multiply the cost for any advancement in one ability (see rule 161.7) by the Racial Experience Multiplier.
Race | Racial Experience Multiplier |
---|---|
Dwarf | 1.1 |
Elf | 1.2 |
Giant | 1.5 |
Halfling | 1.1 |
Human | 1.0 |
Orc | 0.9 |
Shape-Changer | 1.4 |
Traits: Dwarves are enamored of precious stones and metals, and of intricate work incorporating the same. They form strong community ties, and are distrustful of strangers, especially those of other races. Their strongest antipathies are towards orcs and elves. Though dwarves are greedy by nature, they are essentially honest. Dwarven warriors favor the axe as weapon. Pride matters as much to dwarves as face does to the Japanese.
Special Abilities:
Dwarf Racial Characteristics
Characteristic | Modifier |
---|---|
Physical Strength | +2 |
Agility | −2 |
Endurance | +1 |
Magical Aptitude | −2 |
Willpower | +2 |
Perception | +1 |
Tactical Movement Rate |
−1 |
Average Life Span | 125–150 Earth years |
Traits: Elves are great respecters of nature and learning. They are virtually immortal, and are, at the same time, repositories of great wisdom and highly enthusiastic merrymakers. Many elves cannot handle their dual natures, and become either frivolous wastrels or grim questers. The elves are ethical by nature, and, though they do not often interfere in the affairs of others, are traditionalists. Elven warriors favor bow weapons and disdain metal armor. Members of other races generally find elves attractive.
Special Abilities
Elf Racial Characteristics
Type: The player must roll D10 to determine what type of giant his character is.
D10 | Giant Type |
---|---|
1–3 | Fire Giant (Fire) |
4–6 | Frost Giant (Water) |
7–8 | Cloud Giant (Air) |
9–0 | Stone Giant (Earth) |
Traits: Giants have a good-natured respect for their own element, and a healthy respect for its opposite (Fire opposes Water, Air opposes Earth). Giants are lusty types, preferring nothing better than to go through life brawling, drinking, and wenching. They tend to gather together in a clan arrangement, building huge halls (or steadings) in out-of-the-way locations. They are not overly intelligent, and resent humans and elves particularly. Giants enjoy riddling and bartering. Giant warriors favor the club and sword (scaled to their size).
Special Abilities:
Cloud Giant Racial Characteristics
Characteristic | Modifier |
---|---|
Physical Strength | +19 |
Manual Dexterity | −1 |
Agility | −2 |
Endurance | +25 |
Magical Aptitude | −1 |
Willpower | −1 |
Fatigue | +1 |
Average Life Span | 500 Earth years |
Fire Giant Racial Characteristics
Characteristic | Modifier |
---|---|
Physical Strength | +10 |
Manual Dexterity | −1 |
Agility | −2 |
Endurance | +15 |
Magical Aptitude | −1 |
Willpower | −1 |
Fatigue | +1 |
Average Life Span | 500 Earth years |
Frost Giant Racial Characteristics
Characteristic | Modifier |
---|---|
Physical Strength | +19 |
Manual Dexterity | −1 |
Agility | −2 |
Endurance | +20 |
Magical Aptitude | −1 |
Willpower | −1 |
Fatigue | +1 |
Average Life Span | 500 Earth years |
Stone Giant Racial Characteristics
Characteristic | Modifier |
---|---|
Physical Strength | +8 |
Manual Dexterity | −1 |
Agility | −2 |
Endurance | +10 |
Magical Aptitude | −1 |
Willpower | −1 |
Fatigue | +1 |
Average Life Span | 500 Earth years |
Traits: Halflings appreciate the good life more than most; a successful halfling will arrange a schedule of much sleep, good food, and relaxed study or conversation. Halflings are a social folk, though are more inclined to keep intercourse among themselves. They greatly enjoy the telling of tales and exchange of gossip. Halflings take their responsibilities seriously. Halfling warriors use, for obvious reasons, smaller weapons, including maces and slings. Halflings usually go barefoot and are noted for their tough, hairy feet.
Special Abilities:
Halfling Racial Characteristics
Characteristic | Modifier |
---|---|
Physical Strength | −3 |
Manual Dexterity | +3 |
Agility | +2 |
Endurance | −2 |
Magical Aptitude | −1 |
Willpower | +1 |
Tactical Movement Rate | −1 |
Average Life Span | 80–90 Earth years |
Traits: Orcs are a cruel, violent folk, liking nothing better than to rape and pillage. Individually, orcs are a cowardly lot, but a charismatic leader can turn a band of orcs into a conquering horde. Orcs enjoy the sensual pleasures of life, and reduce their already short life span through hard living. Orc warriors favor the scimitar. Orcs are generally considered unattractive by other humanoid races.
Special Abilities:
Orc Racial Characteristics
Characteristic | Modifier |
---|---|
Physical Strength | +2 |
Agility | −1 |
Endurance | +1 |
Magical Aptitude | −2 |
Willpower | −2 |
Fatigue | +2 |
Average Life Span | 40–45 Earth years |
Type: The player must roll D10 to determine what type of shape-changer his character is.
D10 | Shape-Changer Type |
---|---|
1–4 | Wolf |
5–6 | Tiger |
7–8 | Bear |
9–0 | Boar |
Traits: Shape-changers are identical in appearance to humans when not in animal form. Shape-changers are somewhat bestial in nature, adopting traits one might expect from an anthropomorphized wolf, tiger, bear, or boar. There exists a love/hate relationship between humans and shape-changers: shape-changers possess some degree of animal magnetism, but, if discovered, can expect severe treatment at the hands of humans. Shape-changers are, on the whole, bitter towards humans, and are not above using humans to their advantage. There are very few ways to tell a shape-changer from a human (e.g., they will be discomforted by garlic), and these vary by shape-changer type. Shape-changers are a ruthless lot.
Special Abilities:
Shape-Changer Racial Characteristics
Characteristic | Modifier |
---|---|
Average Life Span | 55–65 Earth years |
The date and time of birth of a character will have a small, but significant, effect upon the course of his life. Some mana is invested by one of the Great Powers into the soul, or life-force, of every being born into a DragonQuest world. A character will benefit during the time his Power is in full ascendancy, and will suffer when the opposite Power is in full ascendancy.
The GM is obliged to keep track of the passage of time for the purposes of character advancement in abilities (see rule 161.). If he is not willing to maintain a formalized calendar, then he should not use the ensuing rules. The work required is minimal, though, once the calendar is set up.
The times of high noon and midnight are extremely important when applying the effects of aspects. The GM should allow characters to perform actions at precisely those instants, though the passage of time must be properly monitored. The GM may wish to counter the players' timing with monsters or non-player characters who use their aspects to full advantage.
Each player rolls D100, and enters the result corresponding to his dice-roll on his Character Record.
D100 | Aspect |
---|---|
01–20 | Winter Stars |
21–40 | Vernal (Spring) Stars |
41–60 | Summer Stars |
61–80 | Autumnal (Fall) Stars |
81–85 | Sun |
86–90 | Moon |
91–95 | Life |
96–00 | Death |
Stars are ascendant during the season for which they are named. The Vernal Stars are ascendant when the Autumnal Stars are descendant, and the Winter Stars are ascendant when the Summer Stars are descendant. The reverse is true in both cases.
Consult the following table to determine when to apply seasonal aspect effects, and what they are.
The effect is applied to any percentile roll (not success chance) for that character for 30 seconds before and after midnight. If the night is cloudy, reduce the effect to a minimum of 2 and 5, respectively, depending on how complete the cloud cover is.
Consult the following table to determine when to apply solar aspect effects, and what they are.
Time | Effect |
---|---|
Noon | −5% |
Midnight | +5% |
Noon, Summer Solstice | −25% |
Midnight, Winter Solstice | +25% |
Multiply the solar aspect effect by −1 to determine the effect for lunar-aspected characters. The effect is applied to any percentile roll (not success chance) for a solar or lunar aspect character for 10 seconds before and after high noon or midnight. If the sky is cloudy, reduce the effect to a minimum of 1 and 5, respectively, depending on how complete the cloud cover is.
Consult the following table to determine what events bring life or death aspect effects into play, the range at which they affect a character, and what they are.
*The relative may be no more distant than second cousin. A female life-aspected character will suffer no pain after giving birth, and will be as healthy and active as she was before she became pregnnt.
A life aspect effect is applied for 3 seconds times the range number (e.g., the birth of a humanoid mammal would cause an effect for 750 seconds). A death aspect effect is applied for 1 second times the range number. Death aspect effects are non-cumulative (only one may be in effect at a given time). Life aspect effects are cumulative.
A still-birth does not affect a life or death aspect character. A resurrection is treated as a birth.
Most characters are of an age equal to approximately one-quarter of their normal life-span before players assume control of them. A human character, for instance, will begin with 18 of his 70 years already behind him. Elves are the proverbial exception to the rule; assume that an elf is between three hundred and one thousand years old, and even then the elapsed time may be on the low side.
The social position of the character's parents during the time of his adolescence is described in general terms.
The heritage rules are designed with a human character in mind. If a player has a non-human character, he will have to take part in the ongoing process of defining his character's p osition within his race. An elven character, for instance, might be classified as woods, sea, or high elf. The player and the GM then decide which was the forest of his character's birth, and the position of his parents in an elven community by comparing it to the human analogue given on one of the Heritage Tables. The experience and monies gained from these tables still hold, regardless of the history the player and GM sketch out for the character.
The player rolls D100, and reads across on the line corresponding to the dice-roll and the column corresponding to his race to derive the status of his parentage and his money multiplier (see rule 8.5).
A character of lesser or greater noble birth will at all times have some sort of stigma attached to him: he may be a natural black sheep or a remittance man doing time until he will be forgiven for a disgraceful breach of conduct. In rare instances, a noble-born character will be naturally adventurous; his family will probably dismiss his departure from his proper station on some pretext or other. The young noble is certainly not performing the duties expected of him—ruling the people in fief to him, or learning to do so. A character will never be of royal birth in direct accession to the throne.
The character's social status also affects both his starting experience and starting monies (see rule 8.5). This reflects the impact that social status has on the character's upbringing.
The player rolls D100, and cross-indexes the roll with the social status of his parents.
A bastard was born under dubious circumstances, but should be able to prove who is his less-favored parent. He will have had to fend for himself at an early age, and can handle himself better than most. A bastard receives 50% of the money normally due to him, but begins with 25% more Experience Points.
A legitimate child is the offspring of a couple in wedlock, at the time of his birth. Such a child will be the second or younger of the acknowledged children. His parents gave him as much attention as they could. A legitimate child's monies and experience are unmodified by his order of birth.
A first child is the first legitimate child born to his parents (though others less fortunate than he may have arrived earlier). He has received better treatment than his siblings, but has been shielded a little from some of the harsher realities of life. A first child receives a 50% increase to his initial monies, but a 25% decrease to his starting Experience Point total.
The player rolls D10 to determine the order of birth.
D10 | Sibling Rank |
---|---|
1–3 | Second |
4–5 | Third |
6 | Fourth |
7 | Fifth |
8 | Sixth |
9–0 | Seventh or younger |
The player rolls D100 twice: the first time for Experience Points, the second for silver pennies.
D100 | Experience Points |
Silver Pennies |
---|---|---|
01–02 | 10 | 10 |
03–06 | 30 | 15 |
07–14 | 60 | 25 |
15–30 | 90 | 35 |
31–50 | 120 | 45 |
51–70 | 140 | 55 |
71–86 | 170 | 65 |
87–94 | 200 | 75 |
95–98 | 230 | 85 |
99–00 | 250 | 100 |
The Experience Point total may be modified by the character's Social Status (see rule 8.1) and Birth Standing (see rule 8.3). The Silver Penny total will be modified by Social Status (see rule 8.1), and may be modified by the character's Birth Standing (see rule 8.3).
Goods that can be purchased are listed on the Basic Goods List and Experience Point costs are listed on the Experience Point Cost Chart.
Note: A character may expend only 100 Experience Points, rather than the normal cost (see rule 161.8), to acquire any one skill at Rank 0 (zero). He may exercise this option before his first, or at the conclusion of any adventure.
The player checks that every piece of relevant data has been entered on his Character Record, and then hands the completed record to the GM. The player may want to equip his character with armor, shield, and weapon (see rule 25.1, rule 24.5, and rule 27.2), choose a college of magic for his character (see rule 50), choose skills for the character (see rule 8.6 and section VIII.) and any abilities afforded by the adventure rules (see section X).
A name gives a character a specific identity. It is much easier to recount the exploits of a character if the deeds can be attributed in his name. If the players in one campaign wish to cooperate, they can name their characters in a similar fashion (e.g., every character in world has a Tolkienian name). This will aid in fostering the belief that those characters exist in the same alternate universe.
Characters with a noble social status (see rule 8.1) may wish to determine the title their character would adopt. Roll D10 against the following table and compare the result against the appropriate column to determine the character's title.
D10 | Lesser Noble | Greater Noble |
---|---|---|
1–5 | Knight (Sir/Lady) | Marquis (Marchioness) |
6–8 | Baron (Baroness) | Duke (Duchess) |
9–0 | Count (Countess) | Prince (Princess) |