DragonSys

Okay, here we go!

If you have any questions please open a new thread, so this thread only includes the rules.

The original book is called “Dragon Sys™ - 2nd Edition”.
Publisher: G&S Verlag
ISBN: 3-925698-66-3
Price: 22,50 € (43,07 NZ$)
Size: 357 pages
Language: only german

The „open source“ idea

DragonSys is only a rule matrix. Feel free to include some of your ideas or cogitations. For more than 10 years DragonSys had influenced the German community, so we only want to give you some hints to play, because we don’t want to press the hobby into a rule corset! As a result of many “home rules”, it is a living and changing system. With DragonSys you can play a mediaeval LARP and also a cyberpunk game. You only have to modify the rules a little bit.

General rules

The creating of a character

You have four basis classes:
The fighter, the mage, the adventurer and the universal character.

Fighter
They choose their abilities from the fighter and adventure ability list.
Mage (and cleric)
They choose their abilities from the mage and adventurer ability list.
Adventurer
They choose their abilities only from the adventurer ability list.
Universal character
They choose their abilities from the fighter, mage and adventurer list.

These classes are only important for the abilities. If you want, you can play a thief, but don’t necessarily have to go for the adventurer class but rather for fighter – what ever you think suits best to your character. You might find though that your character will lack some of for him necessary skills and abilities. If you go for an universal character, you can only develop your skills, abilities or spells to a certain level – only if you choose to be a specialised character you can develop them to full power.

All classes have different starting XP. See the picture below:

Advantages & disadvantages
After you have decided your class you can (but don’t have to) choose some advantages and/or disadvantages. Disadvantages get a bonus to your start XP and for advantages you have to draw points off your start XP.

[i]Disadvantages:[/i]

One-eyed
Your character has only one eye! You have to wear a patch or a bandage over one eye of your choose.
Bonus: 10 XP

Blind
Your character is blind! You have to wear a patch or a bandage over both eyes. But watch out to see a little bit through your patch/bandage, because we don’t want accidents and injuries!
Bonus: 20 XP

Single-arm
Your character has only one arm! You have to hide one arm.
Bonus: 15 XP

Code against magic
Your character distrusts all magic! It has no preferences where the magic comes from. The character would rather die than be healed magically.
Bonus: 25 XP

Code against weapon
Your character doesn’t use any weapons. He defeats violence in all forms and would be praying for peace and harmony.
Bonus: 15 XP

Lame
One of your legs is lame and has to be splinted.
Bonus: 10 XP

[i]Advantages:[/i]

Immunity against pain
The character is insensible against pain of all forms. Torture or a magical equivalent doesn’t affect him. If you are hit by a weapon you have only to roleplay the impact. You don’t feel pain after a hit, but your wounds are bleeding as normal. Immunity against pain will protect you from fainting or blackouts.
Cost: 40 XP

Fearlessness
Your character is absolutely fearless and has immunity against fear or a magical effect. Usually the level of fear is so low that your character interprets the situation of danger falsely (“If everybody is running, why should I?”)
Cost: 40 XP

The second face
Your character is especially sensitive for transcendental cognition. Dreams or visions come much easier to him then to other people. But he is also sensitive for the presence of good or evil supernatural creatures. It’s the GMs’ decision what visions or sensations a character has. It is not uncommon to wake characters with the second face at night and have them play their dreams with the help of NPCs.
Cost: 50 XP

Abilities

In many abilities you can invest any number of XP. In some ability description you found an XP-value. This value describes how many XP a player has to invest to gain the ability. If a plus is behind the XP-value (example: 10+) you can boost this ability in ten-point-steps to the maximum value.
Other abilities have levels. First you have to buy the first level before you can buy second one. The XP costs of the levels are fixed.
About the XP invested in abilities you can say the more, the merrier. Normally you say that a character with an ability of 50 points is very good. With 100 points you are a master of this ability.

List of abilities:

Fighter abilities list
Berserker
Fighter’s protection
Regeneration
Soul protection

Adventurer abilities list
Trapping
Fire making
History and legends
Poisoning
Trade
Healing
Immunities
Assassinating
Knock someone out
Lock
Writings
Creating magical items

Mage abilities list
Congenital magical spell
Learned Spells (see spell list)
Master
Grand Master

Thanks for that, its insightfull…

Races

Elves, dwarfs, orcs and hobbits have some congenital racial abilities. You can decide to take these racial abilities or not. These racial abilities are packages and you have to take the entire package and not one or two abilities which you like.

Elves
3 x a day any inferior spells for free*
Poisoning 20 (congenital)
Trapping 10 (congenital)
Maximum of level 4 fighter’s protection
Immunity against poison costs double XP
Only leather for armour (exception: fighter)
*inferior spells mean all spells till 20 MP (magic points)

Hobbits
Immunity against poison 20 (congenital)
Trapping 20 (congenital)
Lock 20 (congenital)
Maximum of level 2 fighter’s protection
Cannot learn berserker
No weapons with more than 115 cm length are allowed

Orcs
At night or in shadow +1 free level fighter’s protection
Poisoning 20 (congenital)
Immunity against poison 10 (congenital)
All mage abilities cost double XP
Soul protection costs double XP
History and legends cost double XP
Trade costs double XP
Writings cost double XP

Dwarfs
Immunity against magic costs half XP
Lock 10 (congenital)
Trapping 10 (congenital)
Immunity against Poison 10 (congenital)
Trade 20 (congenital)
Learned spells cost double XP
No weapons with more than 130 cm length are allowed

Armour and fight

You have three categories of armour:
Armour
Fighter’s protection
Hit points (HP)

All characters have three HP. After you lost your three HP you become unconscious. If you are getting hit on an extremity without wearing armour or without having fighter’s protection, the extremity is out of action. If you become unconscious you need a healing within 60 seconds or you die from blood loss unless you have the ability “regeneration”!

One hit = one damage point (each weapon and each magic spell…different are two-handed guided weapons, they do two damage points)

First you subtract damage points from armour, then subtract your fighter’s protection points and at last HP.

Only an extremity which is protected by armour is really protected. So if you wear a chain mail without sleeves and your arm gets hit, you don’t subtract from your armour points but from your fighter’s protection or HP.

Healing/Regenerating/Repairing

Armour points
Every 5 minute roleplay you can repair 1 AP
Fighter’s protection
Every hour you regenerate 1 point fighter’s protection
Hit points
Every 4 hours you regeneration one HP (different conditions apply if you have the ability “regeneration”)

For a healing/regeneration/repairing you have to roleplay! Without roleplay you cannot heal/regenerate/repair.

Armour groups

Leather
Armour points: 2

Chain mail
Armour points: 4

Heavy chain mail or scale armour
Armour points: 6

Plate
Armour points: 8

Helmet
Open helmet/chain mail cap +1 armour point
Closet helmet + 2 armour points

See the table below to calculate your armour points:

Here is an example:
Ark is wearing a chain mail with long sleeves. He is also wearing a closet helm and plate shin guards on both legs.
Ark got 12 AP.
The chain mail gave him 4 points for torso, left arm and right arm (all 100% covered). The plate shin guards gave him 4 points for the left and 4 for the right leg (both 50% covered). This is a total of 20 points, divided by 2 = 10 points. Then Ark got bonus for his closet helmet (+2).
So, Ark has a total of 12 armour points!

Hint: Print out this table and mark your armour on the print, so is it easier to calculate your armour points!

Kinda reminds me of “Gateway” from the late 80’s, early 90’s

indeed it does, wow we two are getting old :stuck_out_tongue:

The fight rules

Safety first!
Roleplay hits and injuries!
GM has the last word!
Only use foam weapons, don’t use real weapons, stones etc!
No bashes against the head or abdomen! Hits against both won’t be counted.
Slow down all bashes!
No twinges with fibreglass core weapons.
Fight controlled and control the use of the weapons!
As a basic principle: no physical contact!
If someone says “stop”, pause the game. It’s ONLY an emergency call!
Simulate the weapons weight.
Staccato hits count only as one hit!

Causes of death

Wilful death blow

If a character gets down on the battleground (as a result of 0 HP) you can kill him with a wilful death blow. For that you have to go to the character and say gentle “death blow”, than roleplay a final hit. Inside of 10 seconds the character will die, if he doesn’t get healed. The death blow can be used by PC and NPC, too.

Loss of entire HP

If a character lost his entire HP he will die after 60 seconds if he doesn’t get a healing. He can lose his entire HP also by traps or poisons, not only as a cause of weapon damage.

Resurrections

If a character has died, he can be resurrected by another PC or NPC. But only a grand master mage can do this with a complex ritual! For this, see the spell list and the resurrection spell.