DragonQuest™
RULES & CHARTS
SKILLS
ACROBATICS
Acrobatics
can be ranked as a secondary skill to (and at the same EXP rate
as) Troubadour or Thief. A character may choose one new ability
per 2 (or fraction thereof) ranks with Acrobatics.
| Abilities
& Maneuvers |
Base
Chance |
Bonuses |
| ACROBATIC
TUMBLING
- Attack:
+2% per RK to Base Chance of attack
- Evasion:
+2% per RK to Defense
- Falling:
-5' per RK to effective height of
fall when calculating damage
|
(3 X AG) + (2 X RK) |
|
| BROAD
JUMP
- Standing:
(AG / 3) feet + 1' per 2 Ranks
- Running:
(AG / 2) feet + 1' per Rank
|
(4 X AG) + (3 X RK) |
+ 1" (standing) or 6" (running)
of distance per PS point above 15 |
HIGH
JUMP:
effectively
leap over objects up to (character's height +
1' per 3 Ranks) high |
(4 X AG) + (3 X RK) |
+ 2" of height for every PS point
above 15 |
POLE
VAULT:
vault
over objects up to 10' (+ 1' per Rank)
high, with the use of an appropriate pole.
|
(4 X AG) + (3 X RK) |
+ 6" of height for every PS point
above 15 |
TIGHTROPE
WALKING:
distance
is limited only by base chance formula |
(3 X AG) + (2 X RK)
- [(distance in ft.) / 2] |
+ 20% if using a balancing pole |
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ADDITIONAL
ADVENTURE SKILLS
Unless
the character was raised in an affluent household or in a large
city, a character is assumed to know how to climb and hunt at Rank
0 when the character is generated. If the character grew up
in a city/town/village near a river or other major body of water,
there is an 80% chance that the character begins with Swimming at
Rank 0 as well.
Climbing
- The base chance of climbing any surface with handholds is equal
to [(3 X MD) + (10 X RK)] minus the height in feet squared / 10.
The following modifiers apply:
MODIFIERS
-
15% in the dark
-
20% if surface is smooth/sheer with no handholds
+
50% if using a rope
|
Hunting
- Roll d10 once per day, add modifiers, divide by 10, subtract 1
to determine number of days' rations for one person acquired by
hunting.
MODIFIERS
+5
per Rank with Hunting
+1 per Rank with Missile Weapon
+1 per Point of Perception
+1 per Rank with Ranger
+2 per Rank (if Ranger of same terrain)
+2 per hour of hunting
-20 in Desert / Waste
+10 in Forest / Swamp |
Swimming
- A character's chance of successfully swimming across an expanse
of water depends upon the distance to be crossed and the duration
of the swim. The base chance is equal to [(3 X AG) + (10 X
RK) - (Duration squared)] where Duration is equal to the number
of minutes divided by 15. The following modifiers apply:
| Situation |
Modifier |
| calm
water |
+30 |
| rough
water |
-30 |
| unprepared
to swim |
-20 |
| encumbered |
encumbrance
squared |
| wearing
armor |
agility
modifier squared |
| armored
& encumbered |
(encumbrance
+ AG mod.) squared |
To
save a companion, the swimmer must roll [(2 X AG) + (5 X RK)], modified
by +20 for calm water, -30 for rough. The victim loses D10
Endurance points for nearly drowning, and can make a second roll
for swimming.
If
non-skilled at swimming, it is possible to float by rolling (4 X
AG) divided by the number of minutes the character must maintain
floating.
Additional
Adventure Skills EXP Cost Chart
| Rank |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| Climbing |
0 |
150 |
300 |
450 |
600 |
750 |
900 |
1050 |
1200 |
1350 |
1500 |
| Hunting |
0 |
200 |
50 |
100 |
150 |
200 |
300 |
400 |
500 |
750 |
1000 |
| Swimming |
100 |
200 |
300 |
400 |
500 |
600 |
700 |
800 |
900 |
1000 |
1100 |
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CULINARY
ARTS
For
Experience Point cost, see the Experience Point Cost Chart under
"Merchant."
1)
A chef may use his skill to feed 25 (+15 per Rank) people with one
preparation.
2)
The knowledge of a chef depends upon his rank:
| Rank |
Knowledge |
| 0 |
Basic
use of utensils & cookware |
| 1 |
Different
styles of cooking (frying vs. basting, etc.) |
| 2 |
Meats
& simple dishes |
| 3 |
Vegetables
& salads |
| 4 |
Begins
using spices regularly |
| 5 |
Sauces |
| 6 |
Meal
planning & desserts |
| 7 |
Butchering |
| 8 |
Advanced
use of spices & herbs |
| 9 |
Meat/vegetable
combinations, nutrition |
| 10 |
Delicacies |
3)
The skilled chef may specialize in a certain style of dishes, with
one additional specialty for every 3 (or fraction thereof) Ranks.
4)
A chef must spend 250 (+25 per Rank) Silver Pennies per year for
equipment, silverware, etc.
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CROSS-GENRE
CHARTS
This
is a sampling of some of the extra rules & charts we used before
switching to GURPS®, to expand the DQ rules into sci-fi,
superhero, and other genres.
SUPERHUMAN
STRENGTH CHART
| |
Lift
/ Press Limit (in tons)
|
| 25 |
.25
- .5 |
| 26
- 29 |
.5
- 1.5 |
| 30
- 36 |
1.5
- 2.5 |
| 37
- 45 |
2.5
- 3.5 |
| 46
- 53 |
3.5
- 4.5 |
| 54
- 59 |
4.5
- 5.5 |
| 60
- 69 |
5.5
- 6.5 |
| 70
- 79 |
6.5
- 7.5 |
| 80
- 89 |
7.5
- 8.5 |
| 90
- 99 |
8.5
- 9.5 |
| 100
- 109 |
9.5
- 10.5 |
| 110
- 119 |
10.5
- 11.5 |
| 120
- 129 |
11.5
- 12.5 |
| 130
- 139 |
12.5
- 13.5 |
| 140
- 149 |
13.5
- 14.5 |
| 150
- 159 |
14.5
- 15.5 |
| 200
- 209 |
19.5
- 20.5 |
| 250
- 259 |
24.5
- 25.5 |
| 300
- 309 |
29.5
- 30.5 |
| 400
- 409 |
39.5
- 40.5 |
| 500
- 509 |
49.5
- 50.5 |
| 750
- 759 |
74.5
- 75.5 |
| 1000
- 1009 |
95.5
- 100.5 |
Others
to be added soon!
|