Dragonbane Reference Sheet
Dragonbane Reference Sheet
FREE ACTIONS
Draw Weapon: Draw, exchange, or put away a weapon kept at hand.
Change Position: Throw yourself to the ground or get up.
Drop Item: Drop an item on the ground.
Shout: Say or shout a few words.
ACTIONS
Dash: This action doubles your movement rate in the round.
Melee Attack: These can be performed against an enemy within 2 meters (4 meters for long weapons).
Ranged Attack: Attacks with a ranged weapon can be made against targets within the weapon's range.
Both melee and ranged attacks can be parried, but the latter requires a shield. Parrying is a
Parry:
reaction and takes place outside your turn and replaces your regular action in the round.
Dodge: Dodging melee or ranged attacks is also a reaction.
Pick Up Item: Pick up an item from the ground within 2 meters, or from your inventory.
Equip / Unequip
Suits of armor and helmets protect you from damage, but also restrict your movement.
Armor / Helmet:
The HEALING skill is used to save the life of someone who has had their HP reduced to zero
First Aid:
and is at risk of dying.
Rally: You can PERSUADE another player character at zero HP to rally and keep fighting.
Break Down Door: Doors can take a certain amount of damage before they break down.
Picking a lock requires a SLEIGHT OF HAND roll. Doing so without lockpiks gives you a
Pick Lock:
bane.
Use Item: Use a potion or some other item within 2 meters.
Activate Ability: Use an innate or heroic ability.
In most cases, casting a spell counts as an action. This includes magic tricks. Some spells are
Cast Spell:
reactions and do not require an action, while others are more time-consuming.
Helping: Helping another character gives them a boon to a roll in the same round.
Round Rest: You rest and recover D6 WP. This can only be done once per shift.
SEVERE INJURIES
D20 INJURY EFFECT
1-2 Broken nose You get a bane on all AWARENESS rolls. Healing time: D6 days.
3-4 Scarred face Bane on all PERFORMANCE and PERSUASION rolls. Healing time: 2d6 days.
Your PERFORMANCE and PERSUASION skills levels are permanently reduced by
5-6 Teeth knocked out
2 (to a minimum of 3).
7-8 Broken ribs Bane on all skills based on STR and AGL. Healing time: D6 days.
9 - 10 Concussion Bane on all skills based on INT. Healing time: D6 days.
Bane on all skills based on STR and AGL, and every roll against such skill inflicts D6
11 - 12 Deep wounds
points of damage. Healing time: 2D6 days.
13 Broken leg Your movement rate is halved. Healing time: 3D6 days.
You cannot use two-handed weapon, nor dual wield, and get a bane on all other
14 Broken arm
actions normally using both arms, such as climbing. Healing time: 3D6 days.
15 Severed toe Movement rate permanently reduced by 2 (to a minimum of 4).
Your skill levels in all weapon skills are permanently reduced by 1 (to a minimum of
16 Severed finger
3).
17 Gouged eye
Your skill level in SPOT HIDDEN is permanently reduced by 2 (to a minimum of 3).
Roll to resist fear (page 52). Each shift you sleep. If you fail, the shift doesn't count as
18 Nightmares
slept. Healing time: 2D6 days.
19 Changed personality Randomly generate a new weakness (page 26).
You cannot remember who you or the other player characters are. The effect must
20 Amnesia
be roleplayed. Healing time: D6 days.
ATTRIBUTES HEALING & REST
ATTRIBUTE DESCRIPTION Round Rest Recover D6 WP. Once per shift.
Strength (STR) Raw muscle power. Heal D6 HP, or 2D6 HP is someone else succeeds with HEALING
Strech Rest
Constitution (CON) Physical fitness and resilience. roll. Recover D6 WP and heal one condition.
Agility (AGL) Body control, speed, and fine motor skills. Shift Rest Recover all HP and WP, and heal all conditions.
Intelligence (INT) Mental acuity, intellect, and reasoning skills.
Willpower (WIL) Self-discipline and focus.
Charisma (CHA) Force of personality and empathy.
SKILLS
SKILL ATTRIBUTE DESCRIPTION
ACROBATICS AGL Jumping, climbing, balancing or performing other similar physical actions.
AWARENESS INT Watch or listen for anyone sneaking around, notice emerging threaths in time.
BARTERING CHA Hagglilng over the price when buying or selling.
BEAST LORE INT Identifying an animal or monster, to know its habits, abilities, and weaknesses.
BLUFFING CHA Quickly come up with a convincing lie.
BUSHCRAFT INT Lead the way through the wilderness, make camp, cook food, or stay warm in cold weather.
CRAFTING STR Repair gear and weapon, craft useful item.
EVADE AGL Dodge an attack or flee from combat.
HEALING INT Get fallen companions back on their feet or even save their lives.
HUNTING & FISHING AGL Finding and obtaining food in wilderness.
LANGUAGES INT Understanding foreign or ancient language.
MYTHS & LEGENDS INT Trying to remember stories of old times or distant lands, understand links to the past.
PERFORMANCE CHA Singing a song, reading a poem, making jokes or in some other way try to amuse a crowd.
PERSUASION CHA Charm, threats or sensible reasoning, make another person see things your way.
RIDING AGL Advanced maneuvers while mounted.
SEAMANSHIP INT Steer a vessel over water, navigation.
SLEIGHT OF HAND AGL Steal something unnoticed, pick a lock, or perform any other action that requires fine motor skill.
SNEAKING AGL Sneak past the enemy undetected.
SPOT HIDDEN INT Looking for something hidden, concealed.
SWIMMING AGL Swimm in difficult situation.
WEAPON SKILLS STR / AGL Wielding different types of weapons.
Axes STR Axes of all kinds, including when thrown.
Bows AGL All types of bows.
Brawling STR Unarmed combat with fists, feet, teeth or claws.
Crossbows AGL Attack with crossbows of all kinds.
Hammers STR Warhammers and other blunt weapons such as clubs and maces.
Knives AGL Combat with knives and daggers, including when thrown.
Slings AGL Attacking with sling.
Spears STR Combat with spears and tridents, including when thrown, lances.
Staves AGL Fighting with staff.
Swords STR Combat with all types of swords.
CONDITIONS FEAR
CONDITION ATTRIBUTE
Exhausted STR
D8 EFFECT
Sickly CON Enfeebled. The fear drains your energy and determination. You lose 2D6 WP
1
Dazed AGL (to a minimum of zero) and become Disheartened.
Angry INT 2 Shaken. You suffer the Scared condition.
Scared WIL
Disheartened CHA 3
Panting. The intense fear leaves you out of breath and makes you Exhausted.
Bane on all rolls against attribute and skill rolls
Pale. Your face turns white as a sheet. You and all player characters within
based on that attribute. 4
10 meters and in sight of you become Scared.
Scream. You scream in horror, which causes all player characters who hear
5 the sound to immediately suffer a fear attack as well. Each person only ever
needs to make one WIL roll to resist the same fear attack.
Rage. Your fear turns into anger, and you are forced to attack its source on
6
SKILL LEVEL your next turn - in melee combat if possible. You also become Angry.
Paralyzed. You are petrified with terror and unable to move. You cannot
ATTRIBUTE BASE CHANCE 7 perform any action or movement on your next turn. Make another WIL roll
1-5 3 on each subsequent turn (not an action) to break the paralysis.
6-8 4 Wild Panic. In a fit of utter panic, you flee the scene as fast as you can. On
9 - 12 5 your next turn you must dash away from the source of your fear. Make
8
13 - 15 6 another WIL roll on each subsequent turn (not an action) to stop running and
16 - 18 7 act normally again.
TYPICAL NPCs
DAMAGE
TYPE SKILLS HEROIC ABILITIES BONUS HP WP GEAR
Awareness 10 Broadsword, studded
Guard - STR +D4 12 -
Swords 12 leather armor
Evade 14
Cultist - AGL +D4 12 - Dagger
Knives 14
Evade 12
Thief - AGL +D4 10 - Knife
Knives 12
Awareness 12
Hunter - AGL +D4 13 - Longbow, leather armor
Bows 13
Bows 12
Bandit Evade 10 - - 12 - Short sword, short bow
Swords 12
Awareness 10 Broadsword, studded
Adventurer - STR +D4 13 -
Swords 12 leather armor
Languages 13
Scholar Myths & Legends 13 - - 7 - A good book
Staves 8
Awareness 12 Berserker
Heavy warhammer,
Bandit Chief (Boss) Brawling 15 Robust x 6 STR +D6 30 16
chainmail, open helmet
Hammers 15 Veteran
Defensive
Longsword, large shield,
Brawling 14 Double Slash
Knight Champion (Boss) STR +D6 28 26 plate armor, great helm,
Swords 16 Focused x 6
combat-trained horse
Robust x 6
Focused x 6
Magic School 15
Archmage (Boss) Master Spellcaster - 22 30 Staff, grimoire
Staves 13
Robust x 4
COMMON ANIMALS
ANIMAL MOVEMENT HP ATTACK SKILLS
Cat 12 4 Bite (skill level 8, damage D3) Awareness 12, Evade 14, Sneaking 16
Dog 14 8 Bite (skill level 12, damege D8) Awareness 14, Evade 10, Sneaking 12
Goat 10 6 Horns (skill level 10, damage D6) Awareness 10, Evade 12
Donkey 14 12 Kick (skill level 10, damage D10) Awareness 10, Evade 6
Horse 20 16 Kick (skill level 10, damage 2D4) Awareness 12, Evade 8
Wild Boar 12 14 Tusks (skill level 12, damage 2D6) Awareness 10, Evade 8
Deer 18 12 Horns (skill level 10, damage D8) Awareness 12, Evade 12
Moose 16 18 Horns (skill level 10, damage 2D6) Awareness 10, Evade 8
Fox 10 6 Bite (skill level 12, damage D6) Awareness 12, Evade 10, Sneaking 14
Wolf 16 10 Bite (skill level 14, damage 2D6) Awareness 14, Evade 12, Sneaking 14
Bear 12 20 Bite (skill level 12, damage 2D8) Awareness 10, Evade 8
In adventures for Dragonbane , attribute scores for NPCs are not listed as CON: Roll against maximum HP, reduced by 2 for each level of the
they are very rarely used. If you at some point would need to roll Robust heroic ability.
against an exact attribute score for NPC, use the guidelines below: WIL: Roll against maximum WP if this is listed, reduced by 2 for each
STR & AGL: Use the damage bonus. At +D6, roll against an attribute level of the Focused heroic ability. If WP is not listed, roll against 10.
score of 17. At +D4, roll against 14. At no bonus, roll against 10. INT & CHA: Roll against 10.
CREATING NPCs
D4 D6 D8 D10 D12 D20
ATTITUDE KIN MOTIVATION PROFESSION TRAIT NAME (CHOSE ONE)
1 Hostile Human Sweet, glittering gold Bard Talks too much Agnar, Jorid, Dereios
2 Evasive Dwarf Knowledge of the world Artisan Strange clothes Ragnfast, Ask, Euanthe
3 Indifferent Elf Deep and eternal love Hunter Wild-eyed Arnulf, Tyra, Xanthos
4 Friendly Halfling A lifelong oath Fighter Smells bad Atle, Liv, Athalia
5 - Wolfkin An injustice that demands retribution Scholar Joker Guthorm, Embla, Kleitos
6 - Mallard A life of joy and song Mage Cultist Botvid, Ragna, Astara
7 - - Blood ties that can never be severed Merchant A bit childish Kale, Turid, Priamus
8 - - Escaping the dark past Knight Quiet and difficult Egil, Jorunn, Galyna
9 - - - Mariner Demon worshiper Ingemund, Borghild, Taras
10 - - - Thief Obstinate Gudmund, Gylla, Zenais
11 - - - - Very touchy Grim, Tora, Hesiod
12 - - - - Highly romantic Brand, Edda, Liene
13 - - - - - Folkvid, Sigrun, Eupraxia
14 - - - - - Germund, Dagrun, Tyrus
15 - - - - - Algot, Bolla, Lysandra
16 - - - - - Tolir, Yrsa, Kallias
17 - - - - - Hjorvald, Estrid, Isidora
18 - - - - - Ambjorn, Signe, Athos
19 - - - - - Grunn, Tilde, Larysa
20 - - - - - Olgrid, Idun, Nikias
MISHAPS
D12 MISHAP
1 Fog. The player characters are caught unawares by thick fog. The distance covered this shift is reduced by half.
Blocking Terrain. The way ahead is blocked by rocks, fallen trees, thick shrubs, or flooding. Each player character must make an
2 ACROBATICS roll to keep moving forward. Anyone who succeieds can help the others. A player charater who fails makes no
progress this shift.
Torn Clothes. The pathfinder leads the group into a thorny thicket, rocky ravine, or swampy marsh. The clothes of a random
3
player character are damaged and now counts as rags.
Lost. The player characters realize that they are walking in circles and do not make any progress on the map this shift. The
4
pathfinder must also make a BUSHCRAFT roll to find the right way again. Others cannot help.
5 Dropped Item. A random player character drops or breaks an item of your choice.
Mosquito Swarm. A large swarm of mosquitoes or gnats attack the group, driving everyone crazy with their biting and buzzing.
6
All player characters without a cloak become Angry.
Sprained Ankle. A random player character falls or missteps and suffer D6 damage. Armor has no effect but boots reduce the
7
damage by two.
Downpour. A massive rainfall or blizzard (depending on the season) catches the group unawares. All player characters without
8 cloak must roll to withstand the cold (page 54). They must also seek shelter until the storm passes and cannot make any progress
on the map this shift.
Wasps. The pathfinder steps right into a nest of wasps. A swarm of angry wasps attack the entire group. All player characters
9
must make an EVADE roll, and those who fail suffer D6 damage and a condition of their choice.
Landslide. The player characters are walking in rough terrain when the ground suddenly gives away under their feet. Everyone
10
must make an EVADE roll - anyone who fails suffer D10 damage.
Savage Animal. A wolf, bear, or other savage animal feels threatened and attacks the adventurers. Choose an animal from the
11
table (page 99).
Quicksand. The ground collapses! Each player character must make a BUSHCRAFT roll. Anyone who fails suffers a condition
12 and must roll again. A character who already has a conditions and fails the roll is swallowed by the quicksand and disappears for
good. Whoever is free can help those who are stuck.