THE
DRAGONQUEST
HOME
COMPANION
Compiled by Jerry Stratton
Copyright (c) 1992 Jerry Stratton
Distribute freely, at no cost to the user or profit for yourself.
SPELLS
44.0 CELESTIAL MAGIC
44.6 SPECIAL KNOWLEDGE SPELLS
Spelljamming (S-14)
Range: Self
Duration: Concentration/maximum of 1 hour + 1 hour per Rank
Exp Multiple: 600
Base Chance: 5%
Resist: May not be resisted
Effects: The caster links to a vessel of some kind, and turns this
vessel into a spelljamming vessel. Any vessel will work. To move the
vessel requires 1 Fatigue Point per tonnage/rank per hour. Speed in
wildspace is the jammer's Magic Aptitude, millions of miles per hour.
Speed can be doubled or trebled with a good roll. Within a larger
object's Gravity Plane, the vessel may move Magic Aptitude miles per
hour relative to this object. Speed perpendicular to a Gravity Plane is
in hundreds of miles per hour.
WILDSPACE: Any area that is not included in a Gravity Plane. Any
creature flying under it's own power will move at its normal movement
rate (in miles per hour) times 100,000 miles per hour. A creature that
normally moves at 10 miles per hour will move at 1 million miles per
hour.
GRAVITY PLANE: Objects have a Gravity Plane that follows their contour.
This plane extends in the direction perpendicular to the plane of the
object, twice the depth of the object. The correct plane to use is the
largest dimension of the object. Spheres (such as the Earth) have a
plane extending equally outward. Earth's plane extends twice its
diameter, for 7,776,057 feet above the Earth's surface. This is
approximately 1,500 miles. Thus, for a spelljammer with a 15 Magic
Aptitude to leave Earth's Gravity Plane will take 1 hour: 1,500 miles
divided by 1,500 miles per hour. At Magic Aptitude 21, with a doubled
speed, it will take 1,500 divided by 4,200, or 21 minutes. It will take
the same amount of time to land on the Earth, coming in from wildspace.
PSIONICS
CHARACTER CREATION
PSIONIC THRESHOLDS
WILLPOWER THRESHOLD
Roll d100 for the character's Willpower Threshold. Modify it according
to the following chart.
Centaurs: +26
Dryads: +4
Dwarfs: +14
Elves: -5
Giants: +14
Storm: +6
Cloud: +8
Halflings: +6
Men: +0
Merfolk: +14
Nixons: +24
Nymphs: +4
Satyrs: +6
Shapechangers: -2
Sphinx: +4
Sylphs: +6
Unicorns: +14
Life Aspected and Death Aspected characters subtract 5 from their
Willpower Threshold.
If the Willpower Threshold is less than or equal to the character's
Willpower, the character has psionic ability of some sort.
The character can decrease the Willpower Threshold by 1 point per 5,000
Experience points (10,000 Experience points the first time). This also
takes 1 month of training with an instructor and 50 silver shillings.
The Willpower Threshold cannot be reduced to less than 0.
PERCEPTION THRESHOLD
Roll d100. This is the character's Perception Threshold. Life Aspected
and Death Aspected characters subtract 5 from their Perception
Threshold.
If the Perception Threshold is less than or equal to the character's
Perception, the character knows they have psionics (assuming that they
do) and have some control over their psionic ability.
If the character's Perception Threshold is above the character's
Perception, the abilities will only show up during stress. If psionic
ability does show up, it costs double Fatigue and lasts for the duration
of the stress-causing incident. The game master controls which power
manifests itself, and should choose one appropriate to the situation as
the character sees it. The difficulty factors are:
1. Near Probable Death
2. Near, Definite Death.
3. Imminent, Definite Death.
PSIONIC APTITUDE
The character's Psionic Aptitude is Willpower minus Willpower Threshold.
If either Willpower or Willpower Threshold changes, so will the
character's Psionic Aptitude. The character cannot use experience or
training to increase Psionic Aptitude.
PSIONIC DEXTERITY
The character's Psionic Dexterity is Perception minus Perception
Threshold.
PSIONIC POWERS
The number of powers the character has is limited by the character's
Psionic Aptitude. There are currently five known classes of Powers.
Players (or the game master) should roll randomly on the chart to see
which powers the player has, marking off the aptitude cost for each.
Once the aptitude cost total is greater than or equal to the character's
Psionic Aptitude, stop rolling. If the character doesn't have enough
Psionic Aptitude for the final power, the character cannot use that
power.
If a character has more than one power in the same class, the lower-cost
powers cost half towards the Psionic Aptitude limit. If a character has
Telepathy, Push, and Catalyst (all of which are Class A), those Powers
will only cost 6+3+2, or 11, towards the Psionic Aptitude limit.
If a power is rolled more than once, divide the Experience Cost multiple
by the number of times the power was rolled. Or allow the player the
option of re-rolling for a different power.
POWER PSIONIC APTITUDE COST
Class A (Resist with Willpower)
Catalyst 6
Domination 6
Push 5
Telepathy 4
Class B (Resist with Physical Strength)
Pyrokinesis 6
Telekinesis 4
Class C (Resist with Willpower)
Spirit Host 6
Spirit Summoner 8
Spirit Traveller 5
Class D (Resist with Endurance)
Healing 8
Self Control 4
Class E (Resist with Magical Aptitude)
Sensitive 3
Teleportation 7
Temporal Shift 10
WHAT POWERS DOES A CHARACTER HAVE?
Roll on the following table until the character's Psionic Aptitude is
exceeded. If Psionic Aptitude is ever increased, the character may roll
again to use up the new points, if there are any left over. There is no
benefit to not reaching the Psionic Aptitude Limit.
True Fire Frost Cloud Stone
Power Human Dwarf Faerie Elf Giant Giant Giant Giant Halfling Orc Goblin Karian
Catalyst 1 -- -- -- -- -- 1 -- -- -- -- 1
Domination 2 1 -- -- -- 1-3 -- 1-2 -- -- -- 2
Push 3 -- 1-2 1-2 -- 4-6 2 -- -- -- 1 3
Telepathy 4 -- 3 3-4 1-4 -- 3-4 -- -- -- 2 4
Pyrokinesis 5 2-3 4 5 5-10 7-10 -- -- 1-4 1-6 3-4 --
Telekinesis 6 4-5 5 6 -- -- 5 3-4 5-7 7-10 5-6 5
Spirit Host 7 -- -- -- -- -- -- -- -- -- -- --
Spirit Summoner 8 -- -- 7 -- -- -- -- -- -- -- --
Spirit Traveler 9 -- -- 8 -- -- -- -- -- -- -- --
Healing -- 6-7 6 -- -- -- -- 5-7 8 -- 7 6
Self-Control -- 8-9 7 9 -- -- 6-7 -- 9-10 -- 8 7
Sensitive 10 -- 8 -- -- -- 8-9 8-9 -- -- 9 8
Teleportation -- 10 9 10 -- -- -- 10 -- -- 10 9
Temporal Shift -- -- 10 -- -- -- 10 -- -- -- -- 10
Shapechangers use the Human table. There are no Shapechangers among the Kari.
USING POWERS
Each Power has a certain number of Effects that may or may not be used.
In the Tactical Display, the AP cost to Prepare a Psionic Power is the
number of Effects to be used. The AP cost to Loose a Psionic Power is 2.
These must be performed on succeeding Pulses. In the Adventure Sequence,
a Psionic Power takes one minute to perform.
The Fatigue Cost to use a Power is the unmodified Psionic Aptitude Cost,
per round (Tactical Display) or per minute (Adventure Sequence). The
Fatigue cost is paid at the time the Power is used, and at the beginning
of each round thereafter.
Some Powers can be resisted Passively. Some can be resisted Actively,
and some can be resisted in either way. Resistance is always per
individual. Even Actively resisting, one individual's success does not
help any other targets.
If the target rolls less than or equal to their characteristic score,
Resistance is successful. When Actively resisting, add Willpower to the
Passive Resistance score. An Actively resisting character can do nothing
else. It costs 2 Action Points to Actively resist a Psionic Power. If
the target thinks the Psionic is a Mage, and attempts to Actively resist
Magic, this almost works -- add half Willpower to the Passive Resistance
score.
Inanimate objects will not generally resist.
Add the character's Psionic Dexterity to the Base Chance for the Power.
Backfire occurs if the roll is 30 or more greater than the
modified Base Chance. In the Adventure Sequence, Backfire occurs on a 40
or more failure.
Special Effects: Special Effects occur if the player rolls 15% or less
than the required Chance. If between 1 and 5%, there is a bonus of 4
Ranks to the use. If between 6 and 15%, the bonus is 2 Ranks.
TRAINING
If the character is not currently Psionically Active, Experience Point
costs are doubled. If the character is not currently Psionically Aware,
the Experience Point costs are increased by 50%. These are cumulative:
if both conditions are met, costs are trebled.
Characters cannot decrease their Willpower Threshold below the penalty
for their Race. They cannot decrease their Perception Threshold below
zero. The Perception Threshold costs 3,000 Experience Points to reduce
by 1 point.
Training in Powers requires a number of Experience Points equal to the
Experience Multiplier times the Rank to be gained. It requires a number
of weeks of study equal to the Rank to be gained, and payment equal to
the Experience Point cost divided by 10, in silver shillings. A
character can train in up to two Powers at a time, and can train without
a teacher (thus bypassing the silver cost) according to standard
Dragonquest rules.
STRESS
Psionically Active characters under stress may uncontrollably manifest
their Power. The chance of this happening is the Base Chance of the
appropriate power (determined by the gamesmaster), plus Psionic
Aptitude, multiplied by a number from 1 to 3: 1 for near death, 2 for
near imminent death (about to lose grip over a 500 foot canyon), and 3
for near definite death (at the gallows).
EFFECTS
Each Power has a certain number of possible Effects. The character must
divide Rank up between those Effects. A character with Rank 6 in
Telekinesis could put 2 Ranks into Mass, 3 Ranks into Range, and 1 Rank
into Move (for 4 pounds, 8 hexes Range, and 2 hexes of movement).
Characters can use more than one power at a time. The Base Chance is
reduced by 10 for every other power currently being maintained.
The following Effects are Universal. Each Power has them:
Reduce Resistance: Each point of Rank applied here reduces the target's
resistance by 3.
Fatigue Cost: Each point of Rank applied here reduces the Fatigue cost
to use the power by 1. If Fatigue Cost is reduced to zero, this is
really 1 Fatigue point per 2 rounds. At -1, it is 1 Fatigue point per 4
rounds, at -2 it is 1 Fatigue point per 8 rounds, etc. In the Adventure
Sequence, replace 'rounds' with 'minutes.'
Some Effects have an Experience Cost multiplier. Characters with the
Power cannot automatically use these effects. They must train before
being able to use them. The cost in Experience, Time, and Cost is the
base cost for the Power, times the given multiplier. To learn the Move
effect of Telekinesis, a character will have to pay 250 Experience. To
learn the Force Emotion effect of Empathy will require 600 Experience.
POWERS
TELEKINESIS
Experience Multiplier: 250
Resistance: Passive
Effect Rank Experience Cost
Base Chance (40) +3 0
Range (1 Hex) x2 0
Mass (1 lb) x2 0
Move (1 Hex) x2 1x
Damage: D-10 plus Mass Rank times Move Rank; BC=18. See table 87.1
for Experience Costs (TK damage). Use Fire combat modifiers table.
Damage (D-6) +1 2x
Number of Targets (1) x2 0
PYROKINESIS
Experience Multiplier: 300
Resistance: Passive
Effect Rank Experience Cost
Base Chance (30) +3 0
Range (1 Hex) x2 0
Mass (1 lb) x2 0
Damage (D-5) +1 1x
Things near the target take damage as well: -1 to rolled damage per
foot from target.
Number of Targets (1) x2 0
TELEPATHY
Experience Multiplier: 200
Resistance: Active
Effect Rank Experience Cost
Base Chance (50) +3 0
Range (1 Hex) x2 1x
Damage (D-10) +1 5x
Talking costs 2 Ranks -- 3x
EMPATHY
Experience Multiplier: 150
Resistance: Active
Effect Rank Experience Cost
Base Chance (60) +3 0
Range (1 Hex) x2 1x
Showing costs 1 Rank -- 2x
Force Emotion (costs 2 Ranks, half Base Chance, is Passively resisted
also)
-- 4x
Duration (1 round) x2 4x
PUSH
Experience Multiplier: 350
Resistance: Passive
Effect Rank Experience Cost
Base Chance (25) +3 0
Range (1 Hex) x2 1x
Number of Targets (1) x2 0
Duration (1 second) x2 0
Senses (1 sense) +1 0
SENSITIVE
Experience Multiplier: 250
Resistance: None
Effect Rank Experience Cost
Base Chance (30) +3 0
Range (1 Hex) x2 1x
Future (1 round) x2 4x
Past (1 minute) x2 2x
Combat Sense (+2) +2 5x
Adds 2 to chances to strike, subtracts 2 from opponents' chances
to strike.
Clairvoyance -- 1x
Range (1 Hex) x2 0
Area (1 Hex) x2 0
SPIRIT TRAVELLER
Experience Multiplier: 300
Resistance: Passive, Active
Effect Rank Experience Cost
Base Chance (20) +3 0
Range (1 Hex) x2 3x
Number of Targets (1) x2 3x
Second Sight (1 Hex) x2 1x
Movement (1 Hex) x2 0
In the Adventure Sequence, 1 Hex of movement is 1 mile per hour.
Inhabit Other Body +3 2x
Base Chance: 5 plus Willpower minus target's Willpower.
CATALYSM
Experience Multiplier: 500
Resistance: Passive, Active
Effect Rank Experience Cost
Base Chance (30) +3 0
Range (1 Hex) x2 1x
Number of Targets (1) x2 0
Transfer Rate (10%) +10% 0
If target is sleeping, half the transfer efficiency. Unconscious
targets cannot be used.
Inhibit Psionics (0) -1 3x
Inhibits all Ranks by Rank; if less than 0, the target can't use that
power.
Increase Resistance (0) +3 1x
Also as a shield of Defense Rank against Psionic damage.
Damage Psionic(D-5) +1 2x
This does damage to Willpower, not Endurance. Base Chance is 50. See
table 87.1 for Experience Costs. It uses the Psionic Backfire table
for Grievous Injuries. Modify the Base Chance by the target's
Willpower minus 15. This is only effective against target's who are
Psionically Active.
SPIRIT HOST
Experience Multiplier: 300
Resistance: Passive, Active
Effect Rank Experience Cost
Base Chance (35) +3 0
This assumes that there's a spirit to contact.
Range (1 Hex) x2 0
This is the range to the spirit's physical location.
Number of Spirits (1) x2 0
Control (0) +3 0
Host must roll vs. Willpower times 3 each round to retain control and
be able to force answers. If failed, the host becomes dormant for
Loss minutes. When pushing the spirit out, the spirit rolls vs.
Willpower times 2 each round, until unsuccessful (if the spirit wants
to stay).
Number of Hosts (1) x2 7x
This allows using a different person as the spirit's host.
Range (1 Hex) x2 7x
This is the range to the external host.
SPIRIT SUMMONER
Experience Multiplier: 500
Resistance: Passive, Active
Effect Rank Experience Cost
Base Chance (35) +3 0
Range (1 Hex) x2 0
This is the range to the spirit's physical location.
Control (0) +3 0
Host must roll vs. Willpower times 3 each round to retain control and
be able to force answers. If failed, the spirit is free.
When dispelling the spirit, the spirit rolls vs. Willpower times 2
each round, until unsuccessful (if the spirit wants to go free).
Number of Spirits (1) x2 0
DOMINATION
Experience Multiplier: 400
Resitance: Passive, Active
Effect Rank Experience Cost
Base Chance (30) +3 0
Range (1 Hex) x2 1x
Number of Targets (1) x2 0
Level of Control (0) +2 2x
The character has absolute control over subjects whose Willpower is
less than the Level of Control.
Finesse of Control (0) +1 2x
The subject may use skills at Rank up to the Finesse of Control.
Duration (1 round) x2 5x
HEALING
Experience Multiplier: 400
Resistance: Passive, Active
Effect Rank Experience Cost
Base Chance (40) +3 0
Range (1 foot) x2 5x
Number of Targets (1) x2 0
Healing (D-3) +1 0
Resurrection (D-5) +1 7x
This 'heals' wounds that have killed, but don't bring the target up
above 1 point of Endurance. If the resurrection is unsuccessful
(doesn't Heal enough to bring the target to 1 Endurance), it has no
effect.
Restoration (D-4) +1 4x
This 'heals' limbs that have been rendered useless. If the
restoration is not successful, it does nothing.
Healing, Resurrection, and Restoration can only be done once per wound.
If tried more than once, only damage rolls better than the original are
counted, and only for the difference.
TELEPORTATION
Experience Multiplier: 350
Resistance: Passive, Active
Effect Rank Experience Cost
Base Chance (25) +3 0
Number of Targets (1) x2 2x
Range (1 Hex) x2 3x
This is the range to the target.
Mass (1 lb) x2 0
This is the mass of the target.
Distance (1 Hex) x2 0
Added Mass (1 lb) x2 1x
This is mass that the character is carrying.
Duration (1 second) x2 4x
This is the amount of time the character or target takes to reach the
destination.
TEMPORAL SHIFT
Experience Multiplier: 600
Resistance: Passive, Active
Effect Rank Experience Cost
Base Chance (5%) +3 0
Number of Targets (1) x2 6x
Range (1 Hex) x2 5x
Mass (1 lb) x2 0
Duration (1 round) x2 2x
The default is 1 minute in the Adventure Sequence.
Go Forward (1 round) x2 8x
Go Back (1 minute) x2 0
Added Mass (1 lb) x2 1x
Time View -- 4x
This allows the character to see through time without travelling
through time, alleviating the need to use Mass.
The Fatigue Cost must be paid every round/minute the character (or the
target) is to remain in the wrong time (unless the Effect of Duration is
used).
SELF CONTROL
Experience Multiplier: 200
Resistance: None
Effect Rank Experience Cost
Base Chance (60%) +3 0
Inc Phys Char (1) +1 0
(Strength, Endurance)
Heal Wound (1 point) +1 0
Inc Motive Char (1) +1 2x
(Agility, Manual Dexterity)
Inc Action Points (1) +1/2 3x
Inc Poison Save (3) +3 1x
Inc Disease Save (3) +3 1x
Increase Fatigue (2) +2 1x
Slow (1/2) x1/2 2x
This slows the character's metabolism by the chosen rate.
PSIONIC COMBAT
All Psionically Active characters can engage in combat. Only Psionically
Aware characters can initiate combat.
PSIONIC ATTACK: See table 87.7 for the Experience Cost. It has a Base
Chance of 35, and a damage of D-4. Damage is increased by 1 for every 3
points of Psionic Aptitude greater than 15, and decreased by 1 for every
3 points of Psionic Aptitude less than 15. The Base Chance is increased
by 1 for every point of Psionic Aptitude above 15, and decreased by 1
for every point of Psionic Aptitude less than 15.
PSIONIC DEXTERITY (if positive; if negative, it doesn't affect combat)
can be used to increase the Base Chance to Attack, or to decrease a
specific opponent's Base Chance. The points can be allocated as desired.
Damage is reduced by 1 for every Doubling beyond 1 Hex from the
attacker's body that the target's body is. The Base Chance is reduced by
1 for every Hex beyond the character the target is.
Damage is subtracted from Fatigue first, then Willpower. A character
cannot lose both Fatigue and Willpower from a single attack.
Stuns occur if a character takes more than one third (round down)
Willpower points, from either Fatigue or Willpower. The character is
allowed a save vs. three times Psionic Dexterity if only Fatigue is lost
from a Stun attack. While Stunned, a character can only Pass (2 AP)
until a save vs. three times Psionic Dexterity is successful.
Low Attack Rolls: If the roll is between 1 and 5% of the modified
Chance, the target takes a Grievous Injury: Roll damage, lose this from
both Willpower and Endurance, and roll on the Psionic Backfire Table.
If the roll is between 6% and 15% of the modified chance, the target
loses the Damage roll from Willpower.
POSSIBLE PSIONIC COMBAT ACTIONS
A character within a Psionic Melee cannot do anything physical without
first Withdrawing from the Melee. In order to engage in Psionic Melee,
one character must Contact another. Any number of characters can be
engaged in the same Psionic Melee.
(Q)ONTACT: This costs 4 Action Points. If the target is unwilling to be
drawn into Psionic Melee, the target must save vs. Willpower times 3.
The person initiating Contact is automatically Shifted to this
individual, and this individual is automatically Shifted to the
Contacter. If the individual successfully resists being drawn into
combat, the Contacter must execute a Shift to return to any previous
combatant, although that combatant will not have lost contact with the
Contacter. Contacting adds 10 to the chance to be hit this Pulse.
(S)HIFT: This costs 1 Action Point. It allows the character to
psionically attack a different target next pulse. It does not allow the
target to automatically attack back. The target must still execute a
Shift if a return attack is desired.
(A)SSAIL: This costs 3 Action Points. The character psionically attacks
the chosen opponent.
(E)VADE: This costs 2 Action Points. The character reduces all chances
to hit him or her by 10, and by 4 per Rank with Psionic Combat.
(B)OB: This costs 2 Action Points. The character reduces all chances to
hit him or her by 10, and by 3 per Rank with Telepathy.
(W)ITHDRAW: This costs 3 Action Points. The character attempts to
withdraw from the Psionic Melee. Roll d10. Add the total of all friendly
Psionic Dexterities and Psionic Aptitudes, and subtract the total of all
hostile Psionic Dexterities and Psionic Aptitudes. If the result is 10
or more, the character successfully withdraws. During the Withdrawal,
the character is at +10 to be hit.
An unconscious character automatically Withdraws during that Pulse, and
is subject to the +10 to be hit. Withdrawal, however, is automatic.
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