vox draconis

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7/31/2019 Vox Draconis http://slidepdf.com/reader/full/vox-draconis 1/25 Part 1: Introduction Hi, and welcome to Vox Draconis, the game of high adventure in a somewhat confused world of dinosaurs, dragons, monsters, and men. The Basic Rules, this book, contains the basic mechanics for running and playing a game of adventure in the Known Planes. You only need some six-sided dice, a pencil, paper, and this rulebook to begin your adventures. This game is a role-playing game, in which each player creates a character and then, under the supervision of the games master, or referee, they act them out. HOW TO PLAY Once you have the materials and players for the game, you, the referee, must have an adventure set up or bought which you will base your game on. The adventure can be anything from defeating a giant Tyrannosaurus Rex to sealing an active volcano. The world of Vox Draconis is a vast one. Once you have the game set up, your players organized into an adventuring party, and all your props collected, you can begin. See the section on Dragonworld Creation for information on building your own worlds. THE DICE SYSTEM The six-sided dice used in Vox Draconis are referred to in the rules using this format:

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Part 1: Introduction

Hi, and welcome to Vox Draconis, the game of high adventure in a somewhat confused world of dinosaurs,

dragons, monsters, and men. The Basic Rules, this book, contains the basic mechanics for running andplaying a game of adventure in the Known Planes. You only need some six-sided dice, a pencil, paper, andthis rulebook to begin your adventures. This game is a role-playing game, in which each player creates acharacter and then, under the supervision of the games master, or referee, they act them out.

HOW TO PLAY

Once you have the materials and players for the game, you, the referee, must have an adventure set up or bought which you will base your game on. The adventure can be anything from defeating a giantTyrannosaurus Rex to sealing an active volcano. The world of Vox Draconis is a vast one. Once you have thegame set up, your players organized into an adventuring party, and all your props collected, you can begin.See the section on Dragonworld Creation for information on building your own worlds.

THE DICE SYSTEM

The six-sided dice used in Vox Draconis are referred to in the rules using this format:

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( Number of dice ) d ( 6, for six-sided die )

For example, 4d6 means roll the die(dice) 4 times.

Part 2: Character Generation

Creating a character could be an art in itself. The character that you create is like an incarnation of yourself, butin a different world, and with different abilities. Before you make one, you must understand that this character should be well described, so you "know" the character. Here is a list of the steps that must be taken togenerate a character:

1. Roll 3d6 for each of your ability scores.

2. Select a race, and adjust your ability scores accordingly.

3. Select a character type.

4. Name the character.

5. Roll 3d6 x 10 for your starting funds( in Metal Coins )

6. Describe your character's features, such as sex, weight, height, eye color, etc.

7. (OPTIONAL) Write a brief history of your character,

CHARACTER TYPES

Warriors

Dragon Rider: The Dragon Riders are a proud group. They bond with a dragon when both are very young. If the dragon is harmed, it affects its rider considerably. For every 10 dragon Life Points(LP) lost, the rider losesone. Dragons always have 1d6x10 LP to begin with, and do 3d6 damage. The rider has 1d6+2 LP. The PrimeRequisites for Dragon Riders are strength and spirit of 13.

Raptor Rider: Raptor Riders are vicious hunters. They bond with a raptor when they defeat it in battle. Only40% of the time will a character become a Raptor Rider. Raptors have 2d6 x 5 LP, but do 5d6 damage due totheir vicious nature. Raptor Riders have 1d6+2 LP. The Prime Requisite for Raptor Riders is strength of 13.

Wizards

Shadowmage: Shadowmages are wizards that have mastered the art of Shadow Magic. They get a bonus tothe base chance of Teleporting ( +30% ) if their Magical Ability score is higher than 15. They must have a

Magical Ability score of 13. Shadowmages have 1d6+1 LP.

Firemage: Firemages have mastered fire-based magic. They use Fire Magic. They get a bonus to base chanceof Command Lava ( +10% ) if their Magical Ability is 15 or over. Firemages must have a Magical Ability andSpirit of 14. They have1d6-1 LP.

Starmage: Starmages are actually astronomers with no magical powers. They do, however, have the only pre-hi-tech equipment in Vox Draconis: semi-automatic crossbows which do 2d6 damage. These auto-loadweapons require bolts, though. Starmages also have the ability to predict the future( 40% chance ). They musthave a Perception score of 15. Starmages have 1d6 LP.

Darkmage: Darkmages are also called necromancers, the feared warlocks that raise the dead.They are the

most dangerous of all the mages, as they have Necromantic Magic. They gain no bonuses for extra Magical Ability points. They need a Magical Ability score of 15. They have 1d6 LP.

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Rogues

Thief: You, no doubt, know what a thief is. They must have a Dexterity and Agility score of 13. Thieves can( 55% chance ) move silently, pick pockets, and pick locks. They have 1d6-1 LP.

Bard: Bards are musicians. Their music is magical; it heals( 1d6-2 per song per level ). Bards must buy a

musical instrument of some type. They need a Spirit, Perception, and Dexterity score of 14. They have 1d6 LP.

Others, Including Shapeshifters 

Raptorian: Raptorians can transform into Velociraptors. They do the same amount of damage as normalraptors ( see Raptor Riders ). They require a Shapeshifting score of 15. Raptorians also get 2d6 LP.

Dragonoid: Dragonoids can transform into Gray Dragons. They do the same amount of damage as normaldragons, but have 2d6+3 LP. They require a Shapeshifting score of 16.

Priest: Priests are the "voices of the gods", meaning they can use the powers of their worshipped god. Inreturn, the priest must carry out the god/goddess's wishes. Requirements are: Spirit of 13. See Gods of 

Desova in the Dragonworld Creation section for LP.

RACES

Human: Humans are the most common race, and have no ability adjustments. They can be all classes.

Gray Elf: Gray Elves are dark, mysterious creatures that live in forests. They have pointed ears, brown hair,and musical speech. They get a +1 to Magical Ability and a -1 to Dexterity. They can be all character typesexcept Rogues.

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Noble Elf: Noble Elves are arrogant versions of their woodland cousins. They have a -1 to Spirit and a +1 toMagical Ability. They can only be wizards and Rider / fighters.

Cave Elf: Cave Elves are elven versions of cavemen. They gain a +2 to Strength and a -2 to Magical Ability.Cave Elves can be any character type except wizards.

Dwarf: Dwarves are short, stout fellows that are fierce miners and fighters. They gain a +1 to Dexterity andStrength but a -2 in Magical Ability. They can be any type except wizards.

Gargoyle: Gargoyles are also called Stone Elves because of their close resemblance. However, dawn, theybecome stone until sundown. They gain the same ability adjustments as Cave Elves.

 ABILITY SCORES

Strength: Strength is a measure of physical power.

Magical Ability: How magically "in tune" you are.

Dexterity: Your ability to use your hands.

Spirit: A measure of willpower.

 Agility:Basically, how agile you are.

Perception: Your character's eyesight.

Shapeshifting: The ability to shapeshift is also recorded.

 Ability scores are used to measure your power. If a player rolls all single digits, he / she may roll again. Thereare three "other" scores: Life Points, Armor Class, and Spell Points. Hit Points ( LP ) are determined by

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character type. Armor Class is determined by the type of armor you buy: see COMBAT. Spell Points aredetermined by the following formula:

Magical Ability + Spirit * Level / 5

 An example: Magical Ability 15, Spirit 13, 3rd Level= 84 / 5 = 17 Spell Points

EXPERIENCE

In order to advance through levels, a character has to gain experience. This experience is recorded with points.For each spell successfully used or training received, the character gains experience points. The two types of experience are given here:

Spell Successfully Cast: 10 Experience Points, +5% to Base Chance

Training: 20 Experience Points

Level Advance Table

Level Experience Needed Wizard/Priest Bonuses Shapeshifter Bonuses

1 100 +5% to Base Chances +5% to Base Chance

2 200 +10% to Base Chances +10% to Base Chance

3 400 +15% to Base Chances +15 to Base Chance

4 800 +20% to Base Chances +25% to Base Chance

Level Advance Table, Cont.

Level Experience Needed Riders: # of Weapons Thief Bonuses

1 50 1 +5% Base Chance

2 100 2 +10% Base Chance

3 200 3 +15% Base Chance

4 400 4 +20% Base Chance

Level Advance Table, Cont.

Level Experience Needed Bard Bonuses

1 200 1d6+1 Healing Song, 1d6 Damage Song

2 400 1d6+2 Healing Song, 1d6+1 Damage Song

3 800 1d6+3 Healing Song, 1d6+2 Damage Song

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EQUIPMENT LIST: DESOVA 

Weapons

Club, Wooden( 1d6-2 ).........5 mc

Club, Iron( 1d6 ).................10 mc

Mace ( 1d6+1 )...................20 mc

Megamace ( 1d6+3 )...........45 mc

Sword, Short ( 1d6+4 ).......50 mc

Sword, Normal( 1d6+5).....55 mc

Sword, Long( 1d6+5 )........60 mc

Sword, Broad( 2d6 )...........65 mc

Sssvraneblade( 3d6 )..........90 mc

 Armor & Shields

 Ankloplate Shield( AC+2)..30 mc

 Anklosaur Armor( AC 5)...80 mc

Hardleaf Mail( AC 8 )........20 mc

Hardleaf Shield( AC+1 )....10 mc

Iron Shield( AC+4 )..........250 mc

Iron mail( AC 2 )...............200 mc

Megaironmail( AC 0 )......300 mc

Megaplate Shield( AC+3)...60 mc

Megasaur Armor( AC 3 )...150 mc

Other Equipment

 Astronomer's Telescope.....500 mc

Backpack( 10 slots )............10 mc

Bag( 3 slots ).........................3 mc

Bag( 5 slots ).........................5 mc

Bard's Lyre...........................15 mc

Bard's Flute..........................10 mc

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Bard's Harp..........................20 mc

Customized Robes( AC 10).10 mc

Foodpack( 5 days' worth)......5 mc

Raptor Claw Hook*...............5 mc

T. Rex Tooth Hook^.............10 mc

Vine Rope( 50 feet )...............5 mc

Water & Flask( 5 days )........5 mc

* The Raptor Claw Hook can be used as a weapon( 1d6-3 damage ).

^ The T. Rex Tooth Hook can also be used as a weapon( 1d6-2 damage ).

Part 3: Encounters

REACTIONS

When a player character( PC ) encounters an other character( OC ), the resulting communication is handled asfollows:

1. The PC rolls 2d6.

2. The PC consults the Reaction Table to see what the reaction was.

Reaction Table

Dice Roll

Reaction

2

Extremely Hostile, Immediate Attack

3-5

Hostile, Possible Attack

Uncertain, OC Confused

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6-8

9-11

No Attack, OC Leaves or Considers Offers

12

Enthusiastic Friendship

COMBAT

Combat occurs when characters fight monsters or other characters. In combat, opponents are referred to as

different "sides". It is possible to have several groups fighting each other and therefore have more than 2 sides.Combat includes throwing weapons, such as rocks, casting spells and meleeing or fighting with handheldweapons such as swords. The following sequence is used to resolve combat.

Combat Sequence

 A. Each side rolls for initiative ( 1d6 ).

B. The side that wins the initiative acts first.

1. Movement per round, meleed opponents may only move defensively.

2. Missile fire combat:

a. Choose targets

b. Both sides roll 3d6 to hit/defend; adjust result by range, cover, and magic

c. GM rolls damage; adjust result by armor( subtract ( AC - 10 ). Negatives

become positives( example: -7 means subtract 7 from the damage roll )

3. Magic spells

4. Melee or hand-to-hand combat:

a. Choose ( or attacked by ) opponents

b. Roll 3d6 to hit; adjust result by magic weapons

c. GM rolls damage

C. The second initiative winner goes next.

1. The GM handles any surrenders, retreats, etc. as they occur.

Range: For every 20 feet, a penalty of 1 is subtracted from the attacker's to hit roll.

Cover: For every 25%, a penalty of 2 is subtracted from the attacker's to hit roll

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(armor doesn't count)

Minions

Minions are henchmen, hirelings, people / things that are hired to help out their boss. PCs

who have hirelings must pay them, unless they require no pay. If a PC slays a minion who was a kind or loyalperson, then the GM should have some sort of punishment for that particular PC. OCs who have minionsshould treat them accordingly; if the OC is a monster, half-dinosaur, or humanoid that is evil, then the OCs willusually treat the minions with little respect. Good OCs will do just the opposite. If a PC wants to hire a minion,he / she should post want ads around town. These want ads can either be word of mouth or leaf-paper. The admust include a salary or cut of the spoils, as well as a description of all aspects of the job. Here is an example:

Wanted! Loyal partner for raiding expedition. Danger minimum. Pay reasonable. Contact Sssrad Darklance for details.

Part 4: Gamesmaster Information

Dragonworld Creation

HOW TO BUILD A DRAGONWORLD

Dragonworlds are the prehistoric worlds in which this game is played. They are fairly simple to create, althoughthey sometimes can be very difficult to describe. Following is the steps to Dragonworld creation.

1. Decide on a type of planet: Forest, mountainous, desert, water, paradise, etc.

2. Describe interesting or important land features, such as volcanoes.

3. List the towns, villages, and cities in the Dragonworld.

4. List countries, describe their political systems, current ruler(s), list allies and enemies, etc.

5. List the native gods and their powers.

6. Name it.

See the sample Dragonworld for an idea of how to do this.

HOW TO BUILD A DUNGEON, CASTLE, OR KEEP

Now these are a little bit trickier. They require a map of some sort, unless they are like the Hut of BabaYaga( they are constantly changing ). If your dungeon / castle / keep isn't perfect, that's OK. It takes time to getgood at the art of dungeon creation. Here is how to make one:

1. Make a map.

2. Describe every room, cave, and garden on a separate sheet of paper.

3. Stock the dungeon / castle / keep with monsters, NPCs, treasure, and dinosaurs.

4. Write an introductory script for the adventure tied to the dungeon.

HOW TO CREATE A PLANAR RIFT

The planar rifts are gates to other levels of existence. There are three known planes: Law, Chaos, and theNeutral Zone. The Neutral Zone is the plane where all of the "normal" people, dinosaurs, monsters, etc. live.

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The plane of Law is where all good creatures live. The plane of Chaos is where all monsters and dragonsoriginated from; it's not necessarily evil, but it is far from good. There is at least one unknown plane: the Planeof Ethereality. This plane contains nothing as it seems; it is the ghost realm. This plane is where theDarkmages, the necromancers, obtain the dead souls they work with. Only the Darkmages can open a rift tothis plane. Now that you know of some of the thousands of planes in Vox Draconis, you can go about addingyour own rifts in your adventures. You simply decide on a point where the two planes of your choice intersect,

then tear open the fabric of space. This "tear", the rift, is the gate between the worlds. Note: Once the rift isopened, not even the Gamesmaster can close it. The only way is to have one of the PCs sacrifice his / herself to the rift. Only then will it close.

The World of Desova: A Beginner's Dragonworld 

Type: Paradise

Notable Features: The Great Volcano: The nastiest, largest, and longest-living volcano ever known.

Towns

Forestra- A massive city built in the tops of the trees, to avoid the velociraptors known to inhabit the area.

Oceania- The "Floating City", as it's sometimes called, is a habitat for humans and the occasional wanderingpterosaur.

Mountainia- This city is built in the face of a steep cliff.

Desertania- Actually, Desertania isn't a human city. It's a Gargoyle city, which will often appear to be a city of stones( during daylight ).

Countries

Turon: Ruled by Lord Turosi, this is a dictatorship. Turon's enemies consist of all the other countries. It has noallies. Turon's people are hateful and hostile to outsiders. Dragons infest this country. Its capital is Mountainia.

Barduche: The High Council rules Barduche. The Council consists of 10 members, all chosen by the Battle of Wits. Only the smartest and wisest can be on the High Council. The people of Barduche are friendly. Thecapital of Barduche is Forestra. All other countries, except Turon, are its allies. Turon is Barduche's onlyenemy.

Dreguar: A High King, currently Jystre Stonefist II, rules Dreguar. He is benevolent, and the people would doanything to support him. It is Turon's closest neighbor, and its worst enemy. The capital of Dreguar isDesertania. Only Gargoyles and Elves live in Dreguar.

Lystak: An Archmage rules Lystak. His, or her, identity is never revealed. Archmages are chosen from theSchools of Magic, including starmages. Lystim has one ally: Barduche. The two countries trade often. TheLystakian navy is the largest and deadliest. The capital of Lystak is Oceania.

Notes: The world of Desova contains one rift to the Plane of Law in the southernmost continent.

Castles

Dragon Castle: The home of the evil Lord Turosi, this castle is underground. The entrance is a giant caveshaped like a dragon's head. Black dragons are often seen guarding the entrance. There is a maze of tunnelsand caverns below the surface. Only Turosi and the natives can navigate it without the aid of a map, whichcannot be found anywhere on the surface.

Dawn Palace: This castle in the city of Desertania is the home of the Knights of Solak, the proud Gargoyle andElven warriors. The castle is built out of sandstone. Only the Knights know the twisting corridors by heart.Players can become Knights of Solak if they are Priests of Solak or Warriors.

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The Gods of Desova

Solak: The King of Gods. He reigns over most of the gods. Priests of Solak have 1d6+2 LP. They also have thepower to intimidate others ( Monsters run on a 5+ on a 1d6 ).

Gerodine: The God of Healing. Priests of Gerodine have 1d6+1 LP and can heal anytime for 1d6-2 LP. Must,

however, prepare a bundle of sacrificial herbs every week. These herbs can be found only near waterfalls or Temples of Gerodine.

Syjham: The Goddess of Life. Priests of Syjham have 1d6 LP. They can resurrect dead animals/people on aroll of 6 on 1d6. Priests must also protect life.

D'Arva: The God of Evil. This god will kill Priests who are not loyal. He will also aid any evil entities in acts of evil. Priests of D'Arva have 1d6 LP. They can make and use the Dark Sword, a weapon of pure evil. It must beforged at midnight, and cooled in the Priest's own blood. Then, it must be enchanted by placing a portion of thePriest's Life Force( 1d6 Life Points ) in the sword. This weapon does 4d6+4 damage and does not break.However, it may shatter unexpectedly if D'Arva wishes it, along with the Priest whom it belongs to.

Dystrik: The God of Death. He is very hostile to everyone, except Stysk. Dystrik requires a blood sacrificeevery month. This sacrifice can be any animal or person, except for Gargoyles. He grants his priests the abilityto use all weapons and armor, and gives them bonus magical powers if they kill for him. Priests of Dystrik gain1d6+2 LP.

Stysk: The God of War. Stysk stops at nothing to cause war, pain, and destruction. Like Dystrik, priests of Stysk gain the use of weapons and armor. However, unlike Stysk, Dystrik does not like blood sacrifices. In fact,he abhors them. He believes it is a waste of life.

Monster List

 Anklyosaurus: 2d6 dmg. , 4d6+5 HP, AC 4

 Armored, 4-legged herbivorous dinosaur.

 Apatosaurus: 2d6+2 dmg., 4d6+10 HP, AC 7

Very large herbivorous dinosaur with a long neck.

Basilisk: 1d6+1 dmg. + paralysis, 1d6 HP, AC 9

Small lizard with greyish green skin.

Brachiosaurus: 2d6+3 dmg., 5d6 HP, AC 6

Similar to the apatosaurus, but more aggressive.

Centaur: 3d6 dmg., 4d6 HP, AC 8

Half horse, half man.

Chimaera: 5d6 dmg., 2d6 HP, AC 10

 A three headed(snake, lion, and ram) monster.

Coelophysis: 1d6 dmg., 1d6-1 HP, AC 10

 A small carnivorous dinosaur.

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Dilophosaur: 2d6-1 dmg. + paralysis, 2d6-2 HP, AC 9

 A medium sized carnivorous dinosaur that spits poison.

Dire Wolf: 4d6 dmg., 2d6 HP, AC 5

Wolf that twice its normal size.

Doppelganger( Killer shapeshifter ): Damage varies with shape

Dragon, Black: 5d6 dmg. + poison( 1d6 x 10 ), 4d6 HP, AC 3

Blackscaled dragon. Carnivorous.

Dragon, Blue: 4d6 dmg. + poison gas( 1d6-2 x 10 ), 3d6 HP, AC 4

Bluescaled dragon. Carnivorous.

Dragon, Yellow: 2d6 dmg., 6d6 HP, AC 3

Yellowscaled dragon. Carnivorous.

Dragon, Gold: 6d6 dmg., 7d6 HP, AC 1

Goldscaled dragon. Omnivorous.

Dragon, Gray: 3d6 dmg., 2d6 HP, AC 7- Special: Smoke Screen

Greyscaled dragon. Omnivorous.

Dragon, Red: 3d6 dmg.+ fire ( 1d6 x 5 ), 2d6 HP, AC 7

Redscaled dragon. Carnivorous.

Dragon, Green: 1d6 dmg. + poison gas ( 6d6 x 5 ), 2d6 HP, AC 6

Greenscaled dragon. Herbivorous.

Dryad: 1d6-2 dmg., 1d6 HP, AC 10

 A tree spirit.

Gallamimus: 1d6 dmg., 1d6+1 HP, AC 8

 An ostrichlike herbivorous dinosaur.

Gargoyle: 3d6-1 dmg., 1d6+5 HP, AC varies with armor 

Stone Elf. See Races.

Ghost: 0d6 dmg., 1d6 HP, AC -999 ( Only a magical weapon can hit a ghost )

 A dead spirit.

Ghoul: 2d6 dmg., 1d6 HP, AC 0

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 An undead.

Giant, Frost: 1d6 dmg. + paralyze, 2d6 HP, AC 7

 An icy giant.

Giant, Fire: 2d6 dmg. + fire ( 1d6+1 ), 2d6+2 HP, AC 6

 A firey giant.

Giant, Cloud: 1d6 dmg., 2d6 HP, AC 0

 A windy giant.

Giant, Stone: 5d6 dmg., 4d6 HP, AC 2

 A rocky giant.

Giant, Storm: 3d6 dmg., 3d6 HP, AC 5

 A stormy giant.

Gnoll: 1d6-1 dmg., 1d6-1 HP, AC 9

 A doglike humanoid monster. Travels in packs of 2-12.

Goblin: 1d6 dmg., 1d6+1 HP, AC varies with armor 

 A green skinned humanoid with pointed ears. Very short.

Gorgon: 1d6 dmg. + turn to stone, 2d6 HP, AC 8

 A hideous monster that turns people to stone just by looking at them.

Gryphon: 3d6 dmg., 3d6 HP, AC 6

Half eagle, half lion.

Harpy: 2d6 dmg., 3d6 HP, AC 5

 A very nasty half bird, half woman.

Hill Burrower: 1d6-3 dmg., 1d6-2 HP, AC -3

Hippogriff: 2d6 dmg., 4d6 HP, AC 5

Half lion, half horse.

Hobgoblin: 1d6+2 dmg., 2d6 HP, AC 4

 A mansized goblin.

Hydra: 9d6 dmg., 9d6 HP, AC 9 Note: When one head is killed, damage becomes 8d6, etc.

 A nine headed serpent.

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Kobold: 1d6 dmg., 2d6 HP, AC 8

 A goblin like creature with fur.

Kraken: 10d6 dmg., 10d6 HP, AC 0

 A gigantic giant squid.

Manticore: 3d6 dmg., 1d6 HP, AC 3

Half lion, half scorpion.

Megalosaur: 2d6 dmg., 1d6 HP, AC 2

Giant 4 legged carnivorous dinosaur.

Megasaur: 4d6 dmg., 2d6 HP, AC 6

Large 2 legged carnivorous dinosaur.

Minotaur: 2d6 dmg., 1d6 HP, AC 3

Half man, half bull.

Naga: 1d6 dmg., 3d6 HP, AC 4

Half man, half serpent(the lower half). Can change into a snake.

Night-Gaunt: 1d6 dmg., 1d6 HP, AC -3

 A shadowlike ghost.

Nymph: 1d6 dmg., 1d6 HP, AC 9

 A beautiful female human(in appearance) that is immortal.

Ogre: 4d6 dmg., 2d6 HP, AC 7

 An ugly, very strong 7 foot tall monster.

Orc: damage varies, 1d6+1 HP, AC varies with armor 

 An uglier version of a goblin.

Pegasus: 2d6 dmg., 4d6 HP, AC 6

 A winged horse.

Phoenix: 4d6 dmg., 3d6 HP, AC 4

 A flaming bird.

Pixie: 1 dmg., 1d6 HP, AC -3 Note: Pixies are, most of the time, invisible.

 A fairy. Uses Pixie magic: Illusion BC 50%, create an illusion.

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Pterodactyl: 3d6 dmg., 1d6 HP, AC 6

 A flying dinosaur.

Pterodon: 3d6-1 dmg., 1d6-1 HP, AC 7

Similar to a pterodactyl, except has a bone protruding from the back of its skull.

Pterosaur: 2d6 dmg., 1d6-2 HP, AC 8

Similar to a pterodon.

Roc: 2d6 dmg., 5d6 HP, AC 9

 A huge bird(20 ft tall).

Satyr: damage varies, 1d6+1 HP, AC varies with armor 

Half man, half goat.

Skeleton: 2d6 dmg., 1d6 HP, AC 10

 An animated skeleton. Undead.

Specter: 1d6 dmg. + paralyze, 1d6 HP, AC 6

 A ghost, but very nasty.

Sphinx: 4d6 dmg., 3d6 HP, AC 5

Part woman, part bird, part lion.

Spitting Naja: 1d6 dmg. + poison ( 1d6 x 10 ), 1d6-3 HP, AC 10

 A poisonous snake.

Sylph: 1d6 dmg., 1d6 HP, AC 10

 A magical elf like water spirit.

Titan: 1d6 x 5 dmg., 3d6 HP, AC 4

 A really big giant(100 ft tall)

Troll: 1d6 dmg., 2d6 HP, AC 1

 An ogrelike monster that guards bridges.

Tyrannosaurus Rex: 6d6 dmg., 5d6 HP, AC 8

 A giant carnivorous dinosaur.

Unicorn: 3d6 dmg., 1d6 HP, AC 8 Note: Unicorns can heal 1d6 damage per turn.

Half horse, half magic.

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Vampire: 1d6 dmg. + blood drain ( 1d6 per turn ), Unlimited HP, AC 3

 An undead creature that is very hard to kill.(must have a stake driven through its heart)

Velociraptor: 4d6 dmg., 1d6 HP, AC 5

 A medium sized, intelligent carnivorous dinosaur.

Werewolf: 1d6 dmg.+ lycanthropy, 2d6 HP, AC 7

 A man that changes into a wolf. Beware! He can pass this onto you through his bite.

Wight: 1d6 dmg. + energy drain ( 3d6 ), 2d6 HP, AC 2

 An undead ghostlike apparition.

Wraith: 1d6 dmg., 1d6 HP, AC -2

Same as wight, but without an energy drain and twice as hard to destroy.

Wyvern: 3d6 dmg., 3d6 HP, AC 6

 A small dragon.

Zombie: 1d6 dmg., 4d6 HP, AC 10

 A recently dead undead.

Vox Draconis Magic System

SPELL LIST

Fire Magic

Command Lava: Base Chance- 10%, 8 Spell Points

Lets the caster control and shape lava.

Transform Fire: Base Chance- 25%, 10 Spell Points

Lets the cast shape fire. Great for illusions.

Fireball: Base Chance- 40%, 2 Spell Point

Causes a large fireball doing 1d6 x level damage to fly toward the target.

Explosion: Base Chance- 20%, 15 Spell Points.

Creates an explosion up to 100' away. The explosion has a radius of 20', and does

3d6 damage to everything in its area of effect.

Burning Hands: Base Chance-45%, 1 Spell Point

Burns whoever the caster touches, doing 1d6 damage.

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Flame Arrow: Base Chance-30%, 5 Spell Points

Creates a flaming arrow that flies toward the target, doing 1d6+2 x level damage.

Wall of Fire: Base Chance-20%, 10 Spell Points

Creates a 20' tall wall of fire. Anything passing through or caught in the wall

takes 4d6 damage.

Meteors: Base Chance-10%, 20 Spell Points

10 small meteors fly toward the target, each doing 3d6 damage.

Resist Fire: Base Chance-30%, 5 Spell Points to cast, 1 Spell Point to maintain

Prevents fire damage to the caster.

Focus Heat: Base Chance-40%, 7 Spell Points

Focuses the sun's rays on a target, doing 2d6 damage.

Produce Fire: Base Chance-30%, 4 Spell Points

Creates a small fire. Does 1d6 damage if used as a weapon.

Flame Strike: Base Chance-15%, 20 Spell Points

Calls down a blast of fire from the heavens. Does 6d6 damage.

Summon Fire Elemental: Base Chance-10%, 30 Spell Points

Creates a fire elemental that obeys the caster's commands for 

10 minutes, at which time it vanishes.

Shadow Magic

Planar Teleport: Base Chance 15%, 20 Spell Points

Moves the caster to a new plane.

Rift, Major: Base Chance- 5%, 50 Spell Points

Creates a permanent Rift in the planes.

Rift, Minor: Base Chance- 20%, 15 Spell Points

Creates a Rift lasting 10 minutes in the planes.

Teleport: Base Chance- 35%, 5 Spell Points

Teleports the caster to a chosen point within a 5 mile radius.

 Abjure: Base Chance-15%, 7 Spell Points

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Teleports extraplanar creatures back to their own plane.

Negative Plane Protection: Base Chance-20%,10 Spell Points to cast, 2 to maintain

Protects the caster from undead draining attacks.

Summon Shadow: Base Chance-10%,10 Spell Points to cast, 5 to maintain

Summons a shadow that obeys the caster's commands.

Summon Planar Creature: Base Chance-5%, 20 Spell Points

Summons a random creature that obeys the caster.

Can never return to its normal plane unless abjured.

Necromantic Magic

Command Spirit: Base Chance- 5%, 20 Spell Points

Lets the caster control ghosts, wraiths, undead, etc.

Raise Dead: Base Chance- 10%, 25 Spell Points

 Animates the dead.

Control: Base Chance- 15%, 20 Spell Points

Lets the caster control another person's body.

Speak with Dead: Base Chance- 20%, 10 Spell Points

Lets the caster ask the spirits one question.

Kill: Base Chance- 15%, 15 Spell Points

Kills the target.

Resurrect: Base Chance- 5%, 25 Spell Points

Brings the target back to life fully healed.

You can easily create new spells. Just decide on a base chance, the amount of Spell Points required tocast/maintain the spell, the spell's description, and a name for the spell. After this, you must name the spelltype(Fire, Shadow, or Necromantic). Note that Starmages cannot use spells.

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Kronea sword and sorcery gameof brutality, corruption and decadence

 There's this decadent Sword andSorcery type city calledKrone that's situated in the middle of a vast swampland. It usedto be the crown of civilization until something happened to thefertile plains surrounding it, turning the land into a subtly

poisonous swamplands. Now the crops do strange things to peopleas does most of the drinking water found in Krone.It has gradually begun to weaken the people's minds,

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making them just a little off-balanced, and weakening their bodies just a little bit, making them a little more susceptible to disease.But sometimes people are born with hideous deformities.

 They are either slain outright or abandoned/escape to the swamps.

People don't go into these swamps. There are demons living intheir murky waters and rumors are that sorcerers live out thereas well, enslaving the foul demons to do their bidding. Rumorseven say that the sorcerers are none other than the mutantsthemselves.Several corrupt, decadent houses of nobility rule Krone in anuneasy alliance.

 To the north the twisted swamps give way to purer landsand barbarians rove the steppes. They occasionally make trips to

Krone in order to obtain weapons and medicines. The steppes area barren land and resources are scarce.But only the finest warriors are sent because of the dangerspresent not only in the swamps but the decaying city itself.

Basic SystemCharacters in Krone are concerned primarily with threethings: Fighting, Surviving, and Scheming. These are rated on ascale of 1-4 with two being average. Any time you attempt toperform an action you roll a number of 10-sided dice equal to your

score in the appropriate ability. Standard difficulty is 7, meaningany dice that show up a 7 or higher are successes. Particularly hardtasks may be at a higher difficulty. More successes mean youdid a better job.Starting characters get six dice to allocate to theseattributes.If you describe an action that is particularly cool andawesome you get to roll an extra die. If you describe somethingthat is cooler than a Zombie Apocalypse, you get to roll two extra

dice.KillingFor combat, roll your appropriate ability (usually Fighting)plus the rating of your weapon. Your opponent is allowed to rolltheir ability (usually Fighting or Surviving) plus the rating of anyshield. Defense successes cancel attack successes on a one-for-onebasis.Each remaining success results in a wound of damage.Armor reduces wounds on a one-for-one basis. A character can

suffer 2 plus their Surviving in wounds. If a character suffers onemore wound they are dead but can perform one last action beforedying.

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HealingIf you survive combat, you automatically regain half of yourwounds. If you describe how you bandage your wounds, rest,perform surgery on yourself, or otherwise seek out treatment then

you regain all of your wounds.Character ChoicesBarbarianSo, you want to be a barbarian? Good choice. Barbarians areclearly the most badass class to play because they’re awesomewarriors and aren’t corrupted by the lands surrounding Krone.

 To make your Barbarian, follow these simple steps.1. Come up with a brutal, badass name. Barbarians have asingle name followed by a descriptor if they’re particularlywellknownand accomplished (which your Barbarian surely is). Krullthe Slayer, Bronir the Brave, Helmir Skull Crusher, and Thorgthe Unstoppable are all fine Barbarian names. If the Barbarian’sfather was a particular badass of note, it’s acceptable to use the“son of….” schtick.2. Weapons and equipment are hard to come by on thesteppes. You may select one from the following packages of weapons/equipment:

Big ‘Ole Ax – A double-headed battle ax. Kill Rating: 3.Requires Fighting: 3.Big ‘Ole Sword – Similar to Big ‘Ole Ax, but has cool skullpommel. Kill Rating: 3. Requires Fighting: 2.Normal-sized sword or ax with minor equipment – Sword/Axwith Kill Rating: 2. Minor piece of equipment such as rope,candles, flint and steel, one or two coins, etc.Knife or club with good equipment – Knife/Club with KillRating: 1. Good piece of equipment such as grappling hook, small

shield (Defense: 1), handful of coins, hunting bow (Kill Rating: 1)with 10 arrows, etc.Bare fists with excellent equipment – Bare Fists with KillRating: 0. Excellent piece of equipment such as riding horse, largeshield (Defense: 2), light armor (Armor: 1), purse of coins, largehunting bow (Kill Rating: 2) with 10 arrows, etc.3. Special Ability: Barbarian Rage. Character howls in a fitof bloodthirsty rage and gains 2 dice to attacks for 3 rounds. Mustmake an attack each round, though. If there are no more enemies,

attacks nearest target. Can not use shields during the rage.

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Noble of KroneSo, you want to be a Noble of Krone? Good choice. Nobles of Krone are clearly the most badass class to choose because theyknow all about Krone, the largest city in the area, have lots of money, and have Authority.

1. Pick a name. Nobles of Krone has exotic sounding nameslike Tylus, Nefimia, Hunalit, Yermen, and so on. Nobles of Kronealso have surnames. Make one up that sounds good.2. With great authority comes great responsibility. Or it’ssupposed to, anyway. Choose a level of Authority. It has benefits,along with disadvantages.Low Noble – You start play with a fine sword (Kill Rating:2), knife, fine clothes, a small purse of coins, a valuable jewel, anda donkey. You are beholden to no one but weld little authority

beyond the vast, unwashed masses.Mid Noble – Start play with any weapon(s) you desire, fine

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clothes, hefty purse of coins, small cache of jewels, horse, smallmanor with 2 very competent servants, 4 competent servants, or10 incompetent servants. You are responsible for some minoraspect of government and are held responsible by the rulers of 

your house. You may also command guards and expect to beobeyed.High Noble – Start play with virtually anything, mediumsizedmanor with 4 very competent servants, 8 competentservants, or 20 incompetent servants. You may command soldiersand expect to be obeyed. You are watched very closely bymembersfrom every house and are expected to regularly contribute to thegood of your own house.

3. Special Hindrance: Madness. All of Krone’s nobility areaffected by the poisonous waters and crops surrounding Krone.Roll one 10-sided die to determine how bad the madness hasaffected you.1-3: Minor Madness. Minor delusion (“I am the smartestperson in all of Krone!”), minor hallucination (“Why are thesebirds always circling over me?”). At this level the madness is aminor inconvenience.4-7: Significant Madness. Significant delusion that can bringharm. (“I am descended from the barbarians of the steppes, andam regarded as a hero among them.”) Significant phobia thatparalyzes the noble with fear. Significant hallucinations (“There…are…demons….everywhere…”)8-10: Fatal Madness. Debilitations that are a serious healthrisk. Major delusions (“I am the King of Krone!” “I have trainedmy body to be invulnerable to flames!”). Major hallucinations(“Everyone is secretly a demon”).

SorcererSo, you want be a sorcerer? Good choice. Sorcerers are themost badass class to choose because they can summon demons todo their bidding. Who needs authority or barbarian rage when youcan summon demons?1. Pick a name. Sorcerers are often (but not always)discarded mutants from Krone, but they usually end up choosingtheir own names when they become adults. Pick any name youwant. You may also pick a deformation. This is optional, but doingso allows you to roll twice for your sorcery rating and choose thehigher roll (see below).

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2. Special Ability: As a sorcerer, you have a unique traitcalled Sorcery. This trait is rated at 1d10/2 (resulting in a scorefrom 1-5), and is used for summoning demons. Any time you wishto summon a demon, you must offer blood, call the demon’s name

(this you make up on your own), and if you wish you can suggestwhat kind of powers or shape you’d like the demon to have, butyou must incorporate this into its name.

 The summoned demon will then obey your commands. Thedifficulty is based on the strength of the demon you wish tosummon and the amount of blood you offer. A minor demon mayonly require a pricked thumb while a major demon may require anall out sacrifice.Example: You want to summon Bar Rog, Spewer of Flame.

 This is ruled to be a significant demon who requires a seriouswound to summon and a difficulty of 8. You, however, decide to trysummoning it with only a drop of blood. This bumps the difficultyup to 9.3. Special Hindrance: Sorcery is a bitch. First of all,whenever you fail a sorcery roll something bad happens. Maybeyou summon a demon who doesn’t want to serve you but rip yourface off. Or maybe you summon some bad mojo and start bleedingfrom your eyes or turn all of the weapons around you to dust.On top of that, demons can get rebellious. If they aren’tallowed to cause death, destruction, or mayhem then they willstart to rebel. A sorcerer can roll sorcery (difficulty depending onstrength of demon) to make him settle down. Failure means thedemon will not listen. A second failure means the demon breaksfree of the sorcerer.

 This happens if the very next discipline roll is a failureregardless of whether it's attempted immediately afterwards orhours or days later.

Game IdeaIt is the Week of Blood where the royal houses of Kroneopenly vie for the crown. This involves attempting to win publicsupport, assassinating perceived rivals, blackmailing other housesand enemies within one’s own house for support. At the end of theweek, all houses compromise and agree to a king. If nocompromise can be reached, all out warfare ensues in the streets.During this week, the peasants are often lavished with fine

food, wine, medicines, and other luxuries. A house that has thesupport of the people has the threat of a riot to back their claim tothe throne.

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Nobles of Krone will obviously be deeply involved in thisbloody business. Barbarians may be seeking medicine or othergoods available at the Grand Market and may get dragged intothe fight for throne. Sorcerers may be trying to topple Krone or

sell their services to the highest bidding house.Two Places of NoteThe Grand Market – A large, open-air market held everyday in the center of Krone. Hundreds of vendors set up small,open tents to ply their wares. Everything from fruits to jewelry toslaves are available here. Bargaining is a necessity as mostmerchants will charge any price they can get away with.The Wild Gardens – Visible from outside the city proper,the Wild Gardens are a virtual forest built onto and inside of an

enormous, decaying stone palace not far from the Grand Market. The palace is layered like an Aztec temple and rises over tenstories into the humid air. Plants, bushes, and trees are plantedon the terrace of each level, which contain large amounts of soil.

 The inside of the palace is likewise filled with flora andfauna as well as deer, birds, and the occasional predator such ascrocodiles and jaguars. The Gardens serve both as an amusementand headquarters for the nobility of Krone.