Subject: RQ Digest, Volume 1, Number 3 From: John ReddenSubject: PC Dragon variant S T R O H L D R A G O N S Dragon 1-5 5-10 10-20 20-50 50-100 100+ Age yrs. yrs. yrs. yrs. yrs. yrs. very young adolescent young adult adult old ancient Power 3-6 7-10 11-14 15-18 19-22 23-26 Scale Arm pts 1-2 2-3 3-4 5-6 6-7 7-8 (note: armor pts = POW / 3) INT = 10+D10 DEX = 3D6 APP = 10 + D8 (to dragon of its own culture) old D&D size SIZ and SIZ and CON CON tail bash/ bite breath breath description STR STR max max claw base base diameter damage halfling/ducksize D6+6 12 2D6 12 D3 D4 1m D2 human/orc/elf size 2D6+6 18 3D6 18 D4 D6 1.5m D3 ogre/troll size 3D6+6 24 3D6 18 D6 2D4 2m D4 hill giant size 3D6+12 30 (3D6/2)+8 18 D6 2D4 2.5m D6 stone giant size 4D6+12 36 (4D6/2)+8 20 D6 2D6 3m D6+1 frost giant size 5D6+12 42 (5D6/2)+8 23 D6 2D6 3.5m D8+1 fire giant size 5D6+18 48 (5D6/2)+11 26 D6 3D4 4m 2D6 cloud giant size 6D6+18 54 (6D6/2)+11 29 D6 3D6 4.5m 2D8 storm giant size 7D6+18 60 (7D6/2)+11 32 D6 3D6 5m 3D6 titan size 7D6+24 66 (7D6/2)+14 35 D6 4D4+2 5.5m 3D8 (elemental dragons) .. .. .. .. .. .. .. .. Add damage mod to bash, claw or bite. Breath weapon range is meters in POW. D6 fatigue pts are lost per breath as per RQ III Creatures Book. The dragon can have a breath or bite and a claw or bash per melee round. If the dragon gains 100%+ in an attack skill then it may split it for multiple attacks. Draconic skills vary with local culture, but almost all healthy dragons have fly at 80% by the time they are adolescent. Common draconic spell: (spirit magic version) STIFFWING 1 Pt Duration: 25min * dragons current POW. Stackable. Reusable. This spell enables the dragon to magically enhance its aerodynamic shape. The wings assume a soaring position and the dragon is able to double the flying move base in calm weather. Typically the dragon will fly above bad weather and travel intercontinental distances. No fatigue pts are lost during stiffwing flying. Divine and sourcerous versions of stiffwing exist. A dragons breath depends on its color (yes, I get to dig out all those old D&D dragon types and use them). Physical breaths conform to belching damage. For magical breaths a POW vrs. POW must be made for all those in the area of effect (these breaths would be befuddle breath, illusion breath). For STROHL dragons POW increases are difficult. They are limited by age. They have a common reincarnation cycle so their religions tend to be similar. The common reincarnation cycle does not translate into a common draconic culture. There are three distinct draconic cultures known by the characters in the STROHL game. Toranian Dragons The first group has a central population in a land about the summed size of England, Scotland and Ireland. The dragons associate closely with city dwelling humanoids. This culture is like a "Pernese" type. People ride them (a separate skill) and they become the "airforce" for this land. They do their hatching near the main site of a city state. Humanoids are attached to the young dragons and will care for them once they leave th nest. Humanoids are not allowed into the inner parts of the draconic caves where the eggs are laid. Older dragons always present the young to the humanoids during certain rituals. The humanoid then helps care and train the young dragon in the ways of the Toranians. The color of Toranian dragons varies from neutral colors (gray, brown, off-white) to metalic (iron, mercury, gold, tin). Exotican Dragons Exotica is a land about the size of Australia. A somewhat obscure but well organized group of dragons dwell here. They are oldest group. The humans that have met them say they know the most about the early history of STROHL. Much of the culture is shrouded in prophecies and the effect their draconic culture will have on pivitol events. Other humans who have contacts with Exotican cultures tell stories a fourth group in in draconic lore. These stories speak of elemental dragons from the dim time. Most dismiss these tales a delusions. The Exotican dragons have dealings with centaur clans and griffon prides. The dragons often will mitigate between the two constantly fighting groups for favors. Much of what is known about draconic culture in Exotica comes from the centaurs, so some say that it is tainted with their viewpoint. The Toranian dragons say their Exotican relatives have been through so many reincarnations that they suffer from pointless mysticism. The Exotican dragons are crystalline in color (topaz, quartz, ruby). Scarletian Dragons This group of dragons is dangerous. They have discovered some of the ancient technology on STROHL to complement their sorcery and magic. Their draconic leader commmands them from a large aircraft in the shape of a flying wing. Somehow the Scarletians learned how to make things like guns (better than the mostali), energy weapons, attack craft and then the wing. They base themselves on the edge of the known world in the Lands of Night. The scarletians have a large army at their command consisting of humans, orcs, renegade mostali, and others. They are at war with the Twilonian Empire and have successfully defeated their western army. The scarletians are chromatic dragons. //A RQIII houserule in our game. Strike rank has always been bothersome to me. However timed actions do add a sense of strategy to th game. What I use instead is "Melee Round DEX". Each characters MRD starts at current natural DEX but then is reduced by SIZ and weapon length to give a new MRD for that weapon. Actions reduce the MRD further. So do variable pt spells. MRD can go negative but the character still gets to their basic actions (they may go off last). Multiple spells and missiles can be done as long as MRD isn't negative (again the character gets a least one missile action). The effect is identical to strike rank and I find it more comfortable. The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. 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