The Warrior Professions Knights are basically professional professional warriors who share the same combat style and attitude to fighting. Despite their name, knights can be of any social class; but despite this, I believe social class should still play a strong part in their concept. With this in mind, the following rules addendum presents four distinct versions of the knight profession, the 'Knight Errant'; the ‘Knight Patrician’; the ‘Knight Equestrian';
and the 'Knight Vulgaris'. All four knight packages use exactly the same game mechanics, apart from the knight's starting special abilities. The special ability ‘package’
detailed in the rulebook now refers to the knight ‘Errant’, which
represents knights of any social background who decide to wander the land in search of fame and adventure. A player character wishing to become a ‘Knight Patrician’ needs to roll 'Nobility' on the knight's 'Background Table' in the main rule book. Player character Patricians are assumed to be a low ranking members of the nobility, probably a cousin or a younger sibling to the family's true hair, and therefore has little prospect of inheriting any real wealth or power, forcing them out into the world to forge their own destinies.
The following pages are a revamp of my original house rules for warriors and combat, adapted for the new edition of Dragon Warriors. This document is intended to be a work of non-profit making fan appreciation and is not meant to challenge any copyrights and/or trademarks. These rules additions are not official and the current copyright owners of the Dragon Warriors RPG at the time of writing are Serpent King Games. Games.
A player character wishing to become a ‘Knight Equestrian’ needs
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to roll 'Gentry' on the 'Background Tables'. The Gentry are noncommoner households that provide nobility with their attendant knights. The heads of such families are often given stewardship of small keeps and villages. Player Character 'Knights Patrician' and 'Knights Equestrian' can be assumed to have been 'officially' knighted, and may use the title 'Sir'.
Armour Expert; Ride Warhorse; and Track. ability reflects the Errant Errant The ‘Track’ ability Knight’s experience of living rough
on campaign, and it can therefore be assumed to also include basic outdoor survival skills, such as setting up a camp, finding shelter, building a fire, and basic campfire cooking.
A player character who becomes a ‘Knight Vulgaris’, Vulgaris’, is assumed to to be a
military trained commoner, used primarily as an armoured foot soldier.
The Knight Errant Errant knights are romantically thought of as low ranking members of the Nobility who have chosen to go questing in search of honour, fame and fortune. Knights Errant are in fact far more likely to be military trained commoners who; for one reason or another, find themselves without employment, wandering the land in the hope of providing for themselves. Most errant knights would therefore have had some campaign experience prior to 1st Rank, resulting in a set of well rounded abilities, and some half decent equipment; probably looted from the battlefield. A Knight Errant is initially equipped with plate armour, shield, dagger, lantern, flint-and-tinder, backpack, 25 florins, and a sword or morning star. The starting Special Abilities for Errant Knights are:
The Knight Patrician Knights Patrician are military trained nobles who forgo the ‘Track’ ability
in return for 'Wealth and Status. Like all other knights however, Patricians still gain the ‘Armour Expert’, and ‘Ride Warhorse’ Warhorse’ abilities. abilities.
The ability 'Wealth and Status’ affords the knight a certain level of deference and respect from any NPCs of a lower social status, when within their own kingdom. It can also be helpful sometimes, when travelling abroad in similar feudal cultures. Being of ‘high birth’, Patr icians are
expected to follow the knightly code of chivalry, and to swear an oath of fealty to another knight or noble of higher social status. Patricians are also entitled to carry a personal Coat of Arms to identify themselves on the battlefield. The Patrician’s status is usually evident from the knight’s
general bearing and behaviour, from his or her coat of arms, and from the quality of his or her equipment. Knights Patrician are initially equipped with plate armour, shield, dagger, lantern, flint-and-tinde f lint-and-tinder, r, backpack, 25 florins, a Warhorse
with saddle, tack and harness, and a sword or morning star. This starting equipment can be assumed to be of the highest quality and worth 50% more than their normal counterparts. In addition to the knight's usual starting equipment, the ‘Wealth and Status’ ability also gives the
Patrician a surcoate and banner; displaying his or her personal coat of arms, as well as items of fine clothing, various pieces of jewelry, and other small trinkets (all together worth an additional 5d6 Florins). This 'wealth' represents the knight’s status in society, and should not be bartered away lightly. The Patrician's starting abilities are: Armour Expert; Ride Warhorse; and Wealth and Status.
The Knight Equestrian Knights Equestrian are military trained Gentry who are primarily used as cavalry during times of war. As a result of this, they forgo the ‘Track’ ability in return return for 'Mounted 'Mounted
Combat', which gives a +1 bonus to armour bypass rolls when fighting from horseback with any hand to hand weapon. Like all other knights, Equestrians still gain the ‘Armour Expert’, and ‘Ride Warhorse’
abilities. Like Nobles, Equestrians are awarded a certain level of deference from those below them in station. They are also expected to follow the knightly code of chivalry, and swear allegiance to another knight or noble
of higher social status. Unlike Patricians however, Equestrians do not start with any extra wealth or possessions. Equestrians may be entitled to carry a personal Coat of Arms with the referee's permission, and depending on the character's background story. Knights Equestrian are initially equipped with plate armour, shield, dagger, lantern, flint-and-tinde f lint-and-tinder, r, backpack, 25 florins, a Warhorse with saddle, tack and harness, and a sword or morning star. The Equestrian's starting abilities are: Armour Expert; Mounted Combat; and Ride Warhorse.
The Knight Vulgaris Knights Vulgaris are commoners who have been trained in the knightly arts and as they are used primarily as armoured foot soldiers, they forgo the 'Ride Warhorse' ability in return for 'Forage' (as per the new Hunter's Ability found in the 'Player's Book Preview'). 'Ride Warhorse' now joins the other abilities that become available to Knights from 8th rank or higher. Knights Vulgaris are basically professional soldiers and mercenaries, mercenaries, and are rarely expected to swear a lifelong oath of fealty, or abide by the code of Chivalry. In times of peace, they are usually released from service, and often become Errant Knights. Knights Vulgaris are initially equipped with plate armour, shield, dagger, lantern, flint-and-tinde f lint-and-tinder, r,
backpack, 25 florins and a sword or morning star. The Vulgaris' starting abilities are: Armour Expert; Forage; and Track.
Forage A skilled forager is an expert at finding sustenance in the wilderness. He must make a Perception roll, and beat a difficulty number assigned by the GM. The GM then rolls an appropriate die to determine how long the forager takes in finding the food and water. The three basic levels of foraging ability by any terrain are: Type
TN
Time
Fecund
8
1d3
Fertile
12
1d3+3
Desolate
18
1d3+6
The result of the die roll indicates how many hours it takes for the forager to find a day’s food and water for a number of people equal to half the forager ’s Rank.
The Knightly Code of Chivalry The knightly code of chivalry determines the behaviour expected from noble born knights, and includes: performing noble quests; defending to the death any item or person placed in their charge; showing courage and enterprise; obeying their rulers and liege lords; showing respect for their peers; honouring those who are above their station; demanding respect and obedience from those who are
below; scorning those who are lowly, ignoble, ill-mannered, coarse, or crude; performing military service for their liege lord when called upon; and showing courtesy to ladies. Characters may not necessarily choose to follow the knightly code of chivalry, but unless they pay it at some lip service, they will lose respect from their peers, and this situation will remain in place until the Patrician can make amends.
In the original Dragon Warriors game, Barbarians did not automatically automatically gain the 'Track' ability and in my original house rules, I differentiated between the different barbarian cultures by deciding whether they got Berserk or Track as a starting ability. To maintain game balance, I am not changing the new rules for barbarians, so they continue to get both abilities. Barbarian characters however do need to identify the culture from which they have come. As many early campaigns are likely start in Albion, an ideal homeland would be Thuland (and possibly some of the more isolated regions of Cornumbria).
Barbarians are initially equipped with full mail armour, dagger, lantern, flint-and-tinder, flint-and-tinder, backpack, 6d6 florins, and a battleaxe or a twohanded sword. Special Abilities for Barbarians are: Berserk; Ride warhorse; and Track. Barbarians do not get the 'Armour Expert' ability, but can wear any armour up to a suit of full mail without suffering any combat penalties. They are unused to fighting in plate armour however, and must suffer a -2 penalty from ATTACK and DEFENCE if they ever wear it.
As an alternative, the Games Master might decide that certain barbarian cultures will have different starting abilities, for example ‘Forage ’ . If this is the case, I would advise that if Berserk is replaced, it should be with an 8th Rank Knight’ s ability and that ‘Bloodrage’ be be also replaced when the character reaches 8th Rank. This rule change suggestion should not really affect Barbarians from Ellesland.
Details of the 'Thane' Profession can be found in 'Ordo Draconis',
winter 2010 (Vol: 1/No: 2). It offers an alternative version of the ‘Forage ’ ability ability and a new ability of Carouse. Knights Vulgaris may select Carouse instead of Forage if they wish, and Barbarians may select it instead of track.
A skilled forager can always find food for himself and 1d4 other people (player rolls each day), provided he is in a terrain that is similar to that of his home area (grassland, mountains or swamp: to be chosen at character creation). He moves only at half-speed whilst foraging, and in winter, a forager can feed only himself.
A skilled carouser spends much of their lives in taverns, inns, and mead-halls, and have earned a well deserved reputation for drinking vast quantities of mead, ale, cider and whatever else they can find, buy, loot, or steal. A skilled carouser can drink everyone else under the table as a favourite game to see who will be the last man standing. Strong drink is a mild poison that causes unconsciousness if a character fails a Strength check. After three drinks, each character makes a Strength Check on 2d6. For each ea ch drink thereafter, add a 1d6 to the dice roll. Skilled carousers gain a +4 to Strength Checks for the purpose of resisting strong drink.
The Hunter Profession can be found ‘Player’s Book Preview’ in the ‘Player’s document from Serpent King Games.com
assumed to be fluent in their adopted language of 'Elleslandic', and in my early adventures; should either take 'Vasic' as a second language at intermediate level, or the lost Cornumbrian language of Lughwyd' at basic level (please note that spoken Lughwyd is a dead language, and Cornumbrian barbarians will not be able to improve their fluency in this language beyond the few words and phrases that have been passed down by their elders).
Thuland The people of Thuland are not completely uncivilized, uncivilized, in fact they have a highly developed ‘early feudal’ society. The warriors of this
land are represented as Barbarians rather than Knights, because this reflects their temperament and fighting style better. Thulanders are very similar in culture to the Norse, and are tall and fair-skinned, often with red or blond hair. Thulander characters are assumed fluent in their native language of 'Vasic'; and in my early campaigns, should take 'Elleslandic' 'Elleslandic' as a second language at intermediate intermediate level (near fluent, with a strong accent).
Cornumbria The inhabitants of Cornumbria (as well as Ereworn and Glissom) are the original native peoples of Ellesland, who dominated the whole island in ancient times, before being forced into the fringes by the invading Selentium Empire. Nowadays Cornumbria is an independent and ‘civilised’ feudal kingdom, whose warriors are usually best represented by using the Knight's profession. However, in the more remote and inaccessible highlands of Cornumbria, the ‘old ways’ still predominate, and it is here that Cornumbrian Barbarians still call home. Cornumbrian Barbarians are very similar to highland warriors, and are tall, fair-skinned, and often red haired. Cornumbrian Barbarians are
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sound when a visor is down, but only to sound when the visor is worn up.
Helmets Aimed Attacks
Helmets are usually open faced, and do not impede the wearers movements and awareness. Helms can be made of boiled leather or metal, and they offer an AF: 3 for Leather, and an AF: 4 for metal.
In my campaigns, attackers may target specific locations such as the head, arms or legs by applying a +4 penalty to the attack roll. If the roll fails, then the attack misses, if the roll succeeds, then that specific body part is hit.
Coifs Coifs are hoods made of chain or leather, and like helmets; they are less restrictive then Great Helms. Coifs are thin and flexible and do not offer good protection. They are however discrete, and can be hidden under hooded robes. Coifs offer an AF: 1 for Leather, and an AF: 2 for chain.
If a successfully hit body part is unarmoured, then no armour bypass role is made, making helmets suddenly useful in Dragon Warrior campaigns. Critical hits still automatically bypass armour as usual, and in the case of head hits, will effectively destroy the helmet in the process.
Health Points
Helmets In my campaign there are three distinct types of helmet, Great Helm, Helmet and Coif.
In my campaigns, characters become unconscious on reaching 0 health points and die on reaching –6 (rather then –3 in the rules.
Great Helms
I will however be using the ‘Permanent Damage Table’ f or or characters when they reach –3
Great Helms are large heavy metal helmets with a visor giving face protection. They are bulky and offer limited vision though small eye slits and ventilation holes.
health points or less, making combat dangerous, but less lethal.
Permanent Injuries Table
Great Helms offer an AF of 5 with the visor down, but only AF: 4 with the visor up or missing. Great Hems incur a -3 (-2 for
2d6
Injury
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Severed arm or hand. Roll 1d6: 1. Left hand 2. Right hand 3. Left arm just below elbow 4. Right arm just below elbow 5. Entire left arm
knights) penalty to the character’s Attack and a –6 (-2 for knights)
penalty to Defence when the visor is worn down due to restricted vision. Great Helms also incur a –3 penalty to perception in regards to sight and
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6. Entire right arm 3
If the head wound was caused by a normal hit, and head armour is worn, no permanent damage is incurred, but the character is unconscious for the remainder of the battle.
Loss of eye. Roll any die, even number = right eye, odd number = left eye. Character’s attack and defence have a –1 penalty when in mêlée combat (ranged combat is unaffected); reduce perception score is by 2.
Variable Damage
4
Injured joint; Reflexes score is reduced by 1.
5
Injured muscle; Strength score is reduced by 1.
In Dragon Warriors, each weapon does a set amount of damage. Depending on the preference of the players, I may use the optional variable damage system presented in the rulebook.
6-8
Scar; reduce Looks score is d by 1.
Regular Damage Variable Damage Die
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Lame; character can no longer run (if rolled again, treat as Severely Lame).
10
Head injury. Roll 1d6:
2 3 4 5 6
1–4 Reduce Intelligence score by 1 5–6 reduced Psychic Talent score by 1 11
Severely lame; character can no longer run; walking movement is reduced by 1d3m; evasion and stealth are reduced by 1.
12
Severed leg or foot. Roll 1d6:
1d3 1d4 1d6 1d8 1d10
In many initial campaigns, Knights are likely to be from Albion, and will be fluent in their native language of 'Elleslandic'. 'Elleslandic'. Both Knights and Barbarians from Cornumbria will also be fluent in Elleslandic, whereas Barbarians from Thuland will be fluent in their native language of 'Vasic'.
1. Left foot 2. Right foot 3. Left leg just below knee 4. Right leg just below knee 5. Entire left leg 6. Entire right leg
Unless you have access to the main rulebook, assume for now that Barbarians will have a second language at intermediate level (almost fluent, with a strong accent).
If critical hit results in -3 health points or less, and the subsequent permanent damage roll results in a head wound, any head armour is bypassed and the character is instantly killed.
For those whose first language is not Elleslandic, their second language should be.
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Hesard’s Ford A Small Village.
Norham
Many initial adventures are likely to begin in the westernmost lands of Baron Aldred's fief:
A small village. It is believed that the 'evil' fog that
Ashmore
surrounds 'Hobb’s Dell shrouds the
lair of 'Gardener Jack'.
A town near the border of Cornumbria.
Pillaton
Axbridge
A large village.
Trefell
The most Westerly township of Baron Aldred’s fief.
A small village.
Coronach Marsh
Saxton
The marsh appears to be a wilderness home to charcoal burners, peat farmers, and outcasts.
A large village.
Karickbridge
The Marsh is plagued by snakes.
A small market town.
Scardic
Gully’s Inn A large town in Baron Aldred’s Fief.
An Inn and way station for travelers.
Igham
Osterun Abby A village in Baron Aldred’s Fief .
A Large Monastery for the ‘True faith’.
Villagers do not travel far into Igham wood (which is south of the village). vill age). It is believed that if you are caught in the wood after nightfall, you die before morning.
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