Part Three: Creating a Character

To create a character for Dragon Lords we will begin by filling in the Character Sheet, as shown in the sample provided. There is nothing simpler. It’s fast and easy. 

Name: let’s give our character a name we’ll be fond of. Anything at all. 

Species: there are seven to choose from; Human, Fabler, Dragonoid, Pleiadian, Hellspawn, Android, and Cyborg. Choose one species to create your first character. Later you may want to create a character of two different species. See below for CHOOSING YOUR SPECIES/

Profession: there are six: Mercenary, Dragon Knight, Demon Hunter, Mage Artist, Mage Hunter, and Astro Navigator. First read the section on Professions before deciding. See below for CHOOSING YOUR PROFESSION. 

Category: there are only two. Choose between the Fighter and the Mage. Any species of any profession may be either the Fighter or the Mage. It’s really a matter of how you want to customize your character. Fighters will have some limitations in the use of magic, although they can buy spells. But a mage will rely heavily on magic. 


Level: start at level one for the most challenging experience. Some DMs allow their players to start at higher levels.

Experience Points: follow the XP Table provided in Section Six. Remember that PCs max out at level 10. 

Ethics and Sanity Points: these points are permanent. Every PC starts with 10 points for each and they can be reduced, depending on a PC’s in-game actions and/or behavior. Essentially this is why there is no alignment in Dragon Lords. Everyone plays the characters they create the way they want. As such, Sanity and Ethics Points provides a sort of checks and balances system. 

Ingenuity Points: at level one we start with zero IP. They must be earned, and as you play you will find they can be worth more than gold. DMs award IP for the way in which you play your character in-game. You may come up with a creative way to finish off an opponent, or resolve a perilous situation. Or maybe you've performed in character so good you are deserving of an Oscar. Whatever it is you do, you want to win your DMs favor. 

STATS

Rolling for your statistical ability scores may be the most fun about creating a Dragon Lords character. This is a base 20 system, and in fact a D20 is all we use. 

There are nine abilities divided into three categories: Intellect, Physicality, and Personality. For each ability roll your D20. You can pick and choose which scores go to which ability. If you have a specific type of character you want to play this is handy, but it may be more challenging to roll once for each score straight down the list and accept the roll of the die. Only in this game there will be no score below a 5. That’s right. Reroll anything below 5. So by the end of this process you may have scores as high as 20, but nothing lower than 5. 

INTELLECT

Discernment: this ability is needed primarily for situational awareness. If there is an ambush coming you are unaware of the DM may have you roll against your discernment score. Suppose that score is 13. Your roll must be 13 or under to succeed. You rolled a 12, just making it. The DM describes the situation to you, making you aware of the impending danger. 

Education: this score will help when you need to read a map or decipher a message from a language similar to your own but one you are not fluent in. It is also good for the basics; reading, writing, etc..

Intuition: this score can help in knowing whether or not someone is lying, or detect the presence of an attacker using invisibility. It is also good for fighting off some spells. 

PHYSICALITY

Toughness: your strength is important in a struggle against an opponent trying to strangle you. It is also useful in lifting heavy gates and breaking down doors. Most players will want a high score here for the injury bonus. 

Agility: suppose you need to cross a rickety bridge or climb up a steep mountain side. It helps to have good agility. 

Speed: how fast can you run? This score affects your Escape Bonus. 

Immunity: this score helps with more than just fighting off the common cold. A high score can help fight off magic attacks. 

PERSONALITY

Charm: there's a soldier standing guard at a gate you need entrance through who could easily take you. Maybe you could persuade him instead of risking injury. 

Menace: no! You know you can take him. And make him sorry he ever saw you. Sometimes intimidation works too. 

BATTLE

During a battle the order in which we take damage and suffer injury is: Shield, Armor, Character. When a shield reaches 0 SP it is useless. Damage is now taken by your armor, except in the case of taking hits from weapons that cause bludgeoning damage, such as a mace or club, which causes damage to be split 50/50 AP/CP. Once an armor reaches 0 AP it is useless. You will now take direct injury from an attack. 

Attack & Injury Bonuses: A PC’s Attack Bonus is determined by their agility, and their Injury Bonus is determined by their toughness. Consult the Attack and Injury Bonus Tables. 

Escape Bonus: You bit off more than you can chew thinking you could take the guard at the gate and now you need to run for your life. The next round of battle, before the DM can announce the attack roll, you announce you need to escape. The DM must allow you to at least attempt an escape. You roll with your bonus. If you have no bonus what the hell is wrong with you? You should have assigned a higher score to your speed ability. Maybe you'll think about that next time before you challenge a decorated veteran standing guard just waiting for some idiot to walk up and challenge him so he can  punch their teeth down their throat. But don't worry. You can still try to escape. If you fail you can try again after the next round of battle, and assuming you survive or aren't stripped of your possessions and thrown in jail with a broken jaw and three missing teeth. Good luck. See the Escape Bonus Table to calculate yours.

Agility Bonus: to gain additional points to your AP include your agility bonus. For example: your character is wearing a leather type of armor which gives you an AP 2. Now suppose your character has an agility of 13. This gives you a +2 bonus. Meaning you now have AP 4. You will find your Agility Bonus on the Tables for shields and armor 

Shield Points: if our character is using a shield consult the SP Table to determine its Shield Points. 

Armor Points: any PC may choose not to wear armor but it will be beneficial if we do. Remember, all damage we take is first reduced from our shield and armor. Consult the AP Table to determine our Armor Points. 

Character Points: these points are determined by our category and our level. If we are playing a fighter at level one we have 6 CP. This means we can only take 6 points of injury in total. 0 CP is death. And so in battle it may be wise to wear armor and use a shield. Consult the Character Points Table.

Special note: the slots next to your SP, AP, and CP will be used for keeping track of your points during battle. Use a pencil. And remember, the order in which you take damage is shield, armor, character.

MAGIC

Spells Per Level: these are the total number of spells you have access to. See Part Eight at the back of this book to choose spells from the SPELLBOOK. 

Spells Tattooed: these are the number of spells you have tattooed to your body and actually know. Knowing any spell requires no limitation. You may use that spell at any time after a spell check roll. Simply roll a D20.

Spell Check Bonus: If your character has an Education score of 18 and higher you start with a +1 at level 1 and continue to add that as you gain levels. 

Spell Check Advantage: before a spell can be cast you must first roll a spell check. In battle this is done after you have won your attack roll over the DM. A successful roll must be against your Education score. Consult the Spell Check Bonus Table. Bonuses for this roll start at level 2.

WEAPONS LIST

Use this section to write out the details of the weapons we use. 

EQUIPMENT 

Use this section to write out the details of all the equipment and treasure we carry and discover while adventuring. 

MONEY 

How much our character starts out with at level one is in the Tables section. 

ADDITIONAL INFO

This is where we want to write down all our specialties, what languages we speak, etc. Some players may want to write a brief background for their character. 

SPELLS

We will need to keep track of our spells. Mages start with two at level one. It is advisable to choose one spell for assault and the other for protection or healing. As we gain levels we can diversify. Spells are located in the spellbook in Part Eight. 

Spells For Fighters

A fighter may also use spells they have tattooed, but to acquire them they must spend 2 IP for each. Also, a fighter has no Spell Check Advantage. When they roll for a spell check they must do so under their Education score alone, no bonuses of any sort. 

CHOOSING YOUR SPECIES

Human
Fabler 
Dragonoid 
Pleiadian
Hellspawn
Android
Cyborg

HUMAN
Humans are the dominant species in Agondar, thanks in part to the Great War. Previously the dragonoid population and culture were widespread, whereas now they are rare to see. 

Stat Increase: you gain 1 to your toughness and 2 to your agility.

Specialty: you may choose one from Wunderkind, Furious Rage, or Two Fisted Fighting. 

Wunderkind allows you to become a kind of genius in skills affected by your Intellect. Add 3 to those scores. 

Furious Rage increases your Toughness and Agility by 2  

Two Fisted Fighting: you can fight with two weapons at once, causing double injury. In addition, once per battle you can unleash a barrage of attacks with +5 attack and +5 injury.

Language: you speak Anglo, the common tongue for the realm. You may choose one additional language from the other four species.   

Subraces: rare minorities. Humans have been known to procreate with other species, affecting the appearance of the offspring. 

Lifespan: 75-100 years

FABLER
There are many varieties of fablers. Any creature from myth, legend, and “fable” is considered a fabler. If you wish to play an elf, dwarf, hobbit, fairy, or any race known from fables and other RPGs, in this setting you want to play a Fabler. How you describe the character you create is only limited by your imagination.     

Stat Increase: you gain 1 to Discernment, 1 to Intuition, and 1 to Charm. 

Specialty: you may choose one from any of the following:

Elf Magic: increases your Discernment and Intuition by 2. 

Wings: you have permanent wings which allow you to fly. 

Blessed: you may re-roll all natural ones.

Disappear: when you are alerted to a dangerous situation you become invisible at will, but may only sustain the invisibility for no more than you are capable of holding your breath. To do this you must roll a D20 every round against your Immunity. You may do this as long as possible but once you roll a fail the effect wears off and you are once again visible.   

Fear of the Dragon: you let out a ferocious roar that all creatures within earshot must roll against their Intuition. Fails result in a -4 to their attack roll for 3 rounds of battle. 

Gnome Magic: increases your Intuition and Discernment by 1 and your Agility by 2.

Accuracy: your attack score increases by 2. 

Death Defying: your Immunity increases by 2, and you regain 1 CP for every 4 lost. 

Window of Opportunity: if a character of your choice rolls a natural one you may reroll for them, but you may only do so once per battle. 

Animal Speech: you may telepathically communicate with any animal of your choice. There is no limitation. 

Gracefulness: when an opponent is attempting to grab or grapple with you, you have a +4 advantage in escape. Increase Agility by 2. 

Toxic Gas: at will you can release a foul odor so repugnant all creatures within 30 ft. must roll against their Immunity with a -6. Fails result in retching and vomiting. 

Rock Hide: you generate a natural armor of rock skin. Opponents have -6 attack.  

Language: you speak Anglo and 3 additional of your choice. 

Subraces: many. 

Lifespan: varies; 100-2,000 years.

DRAGONOID
Although dragonoids are now rare you may wish to play as this powerful species. You must choose between the horned-dragonoid and the winged-dragonoid. Both have their advantages.  

Stat Increase: 
(horned): you gain 2 to Toughness, 1 to Immunity. 
(winged): you gain 2 to Agility, 1 to Immunity.

Specialty: you are impervious to fire and the elements, and you may choose from Fear of the Dragon or Furious Rage. 

Language: you speak Anglo and Dragonoid. 

Subraces: as a species dragonoids are a subspecies of dragons, and while they are capable of cross-breeding with other species they typically choose not to. 

Lifespan: 200-300 years.

PLEIADIAN
A Pleiadian is an alien from “the heavens”. They originated from the Pleiadian star system. The main variety are your typical “grays” and are citizens of The Council, but there can be others of your imagination.  

Stat Increase: add 3 to all  Intellect scores.

Speciality: 

Invisibility (exclusive to Pleiadians): you are only seen when you wish to be seen. No limitation. In close range to creatures (10 ft or less), they must roll against their Discernment. If the roll is successful they do not see you immediately but believe you are there. They must then make another roll against their Intuition. If that roll is successful they will see you. 

Mind’s Eye: you are able to see the thoughts of one creature of your choice and you can implant a thought. They must make a roll against their Intuition. A successful roll only means they shake it off. 

Telepathic Speech: you may communicate with any creature via telepathy. No limitation.   

Language: Pleiadian, Anglo, and two more of your choice. 

Subspecies: Pleiadians are incapable of biological reproduction and therefore cannot cross-breed. They procreate by cloning. 

Lifespan: 900-1,000 years.

HELLSPAWN
Hellspawn are what we know as demons and devils. In this world there is only one Hell and all Hellspawn fear it. It is not their home, it is their prison. Those Hellspawn who now call Agondar their home are fugitives from Hell, having escaped through some portal a mage may have left open for too long, or in some other way.   

Hell has a hierarchy. Demons are ruled over in large communities by devils, and at the top is Samael, the King of Hell, with his Queen, Lilitu. From the Crimson Throne Samael dispatches Demon Hunters, who track down fugitives and drag them back to Hell. For this reason a Hellspawn takes human form. But in battle they cannot hide their true form. They grow in size and shape. They become monstrous and grotesque, features considered lovely to their species. 

Stat Increase: add 3 to Toughness, 2 to Agility, 1 to Immunity,  and 1 to Menace 

Speciality: 

Deception: when lying you gain +2 to Charm, and in human form you remain undetected by any creature suspecting your true identity.

Choose from Fear of the Dragon and Furious Rage.    

Language: Hellspawn, Anglo (with a pronounced accent), and one other. 

Subspecies: Hellspawn will cross-breed with anything. 

Lifespan: 500-1,000 years.

 ANDROID


Having evolved from a long-forgotten AI, androids procreate by engineering their own progeny, thus assuring their lineage and continued existence. They have only recently arrived to this planet and the Realm after a schism with Jai'phar, the planet of their origin, where they were once indentured servants to the ruling class.  

Stat increase: all STATS increase by 1, +2 Attack/Injury 

Specialty (exclusive to androids/cyborgs):
           
Steal the Attack: because an android is superior in intellect and physicality, during battle you may choose to strike first, in which case the DM does not roll a D20 to counter or defend. Essentially this is a free attack which has no defense. The only restriction is you can only do this once per battle. You may also use this specialty for an action instead of an attack.

AI Communication: you may link to any computer or AI to communicate with it directly. This specialty also allows you to link remotely to any computer or AI, but you must first know its location and be on the same planet. If you are aboard a ship in space you must be in orbit of the planet or within ship-to-ship communication range. 

Self Repair: when you are damaged you have the knowledge, skills, tools, and equipment necessary to make repairs. If the damage is severe you must have at least twelve hours to make repairs.  

Language: Jai'pharian, Anglo; any language you hear or read you can speak. 

Subspecies: Cyborgs. 

Lifespan: 150-300 years.

CYBORG
To preserve their culture androids have sometimes created Cyborgs, using all manner of methods. Usually a cyborg is created by grafting organic skin, tendons, and muscle tissue to an endoskeleton made of iron and platinum. A positronic or organic brain brings it all together. 
    
Occasionally a creature will volunteer themselves for cybernetic conversion. Perhaps they suffered a severe injury and were near death, or they were born with physical abnormalities. The procedure is a long year of pain and adaptation, assuming their bodies do not reject the implants. Operations have been known to go wrong. The host may become catatonic or completely immobilized. In these cases some androids enlist the cyborg as an indentured servant rather than see them euthanized. There are rumors of cyborg armies under the control of a queen conquering whole planets. 
    
Cyborgs who do survive the conversion go on to live the lives they were hoping for. In Agondar they are a minority. 

Stat increase: +1 Attack, +2 Injury

Specialty: 

Self Repair: when you are damaged you have the knowledge, skills, tools, and equipment necessary to make repairs. If the damage is severe you must have at least twelve hours to make repairs.  

Exclusive to Cyborgs 

Superior Strength: any challenge having to do with Toughness you gain +4. Such as lifting a boulder, smashing through a wall, etc. If the first roll fails you roll again with a +8. If that roll fails you then roll with a +12. Continue to add 4 points to your roll until the task is accomplished. 

Nano-Body Incorporation: you inject a fluid into a biological host within your reach. The host must roll against their Immunity with a -5. If the roll fails they are paralyzed and under your control for three days, at which time the nano-bodies in their system expire. 

Language: language of the cyborg's home of origin, Anglo, any language you hear or read you can speak.

Subspecies: none.

Lifespan: equal to that of the Cyborg's original species. 

CHOOSING YOUR PROFESSION

As there are only two categories (fighter, mage),  there are a wide range of professions a PC can choose from in seeking gainful employment. But an adventurer isn't any ordinary employee. They have skills most commoners do not. Below are the professions you have access to which give you certain advantages. Note: some professions appear to be species-centric; the astro navigator, for example. But you may choose any profession. Only be advised that if you are a human who has chosen to be a demon hunter or astro navigator it is possible you may not benefit from certain advantages if you were of the originating species as that profession. Same applies to all species.  


About the Professions

Mercenary: anyone may be a mercenary. At level 1 you may need to seek out your first assignment, which you will need to achieve before payment. But as you prove yourself people in need of your service will find you. 

Dragon Knight: after an extended period of training you enter society ready to put your skills to use. At level one you are granted the dragon youngling you bonded with as your mount. Be careful when fighting in mid-air. 

Demon Hunter: Hellspawn often take on this profession for obvious reasons, although it is open to any species. When encountering a fugitive demon you will need to take care that it does not endanger the lives of innocents. Desperate demons have been known to take hostages. 

Mage Artist: until you reach level 10 you are a novis, meaning at level 1 you have just left the apprenticeship of a master. You will be of great value to a party with a Mage in need of your skill. But this is not something you want to do in the open. Magic is dangerous. Practicing magic moreso. But life as a Mage Artist will mean facing possible death at the hands of a Mage Hunter. Wear robes to cover your skin and good luck.

Mage Hunter: you have chosen life as a thief of magic. To steal this magic you must capture mages and carve their flesh from their bodies. The more tattoos they have the more bounty for you. But your chosen profession often leaves behind the distinct stench of death. You are an outlaw. If you are ever captured the authorities will reward your captors and execute you publicly. But life is short and you've never been a law-abiding citizen. 

Astro Navigator: as an alien to this world you bring with you a lot of hidden knowledge. Your DM may need to get with you about certain secrets you'll need to keep until they are revealed in gameplay. But here on this world, in the Realm of Agondar, you find its people refreshing, as opposed to the rigid nature of your people and the Council of Yahweh. You are a pilot of a space-faring vehicle. At level 1 you have a ship known as a Hopper which can accommodate a crew of four. You will need to study the section on Astro-Jumpers to learn how it works in-game. 

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Part Two: How To Play

Introduction