
Hi there, I am looking for 3-4 players I can stretch it to 5 if there is interest for a Dragons and Demons(Drakar och Demoner) game. Its a Swedish roleplaying game that I have translated to English and changed a bit to make it a bit more streamline. The World Its a world thats inspired by the norse mythology and with a saga feeling like you might get in a Brother Grimm tale or the like. Its a darker fantasy with low magic, there are mages and witches but its not the high magic you might find in D&D with magic academy's, magic areas and everyone is carrying around a magic weapon. Magic weapons are stuff of legends, they are rare and very powerful. The System The system was from the start based on BRP but as they released more and more editions of DoD(Drakar och Demoner/Dragons and Demons) the more they developed their own system and I have evolved it further. It uses the d20 die but its nothing like D&D. The skills are between 1-20 and you need to roll under your skill to succeed; In may instances you might not even roll your skill and just try and roll under your attribute. Example: Lokir wants to move a large stone that is blocking his path. He have several skills that might be of use but the GM thinks that this is a feat of brute force more then anything else. He tells Lokir that he needs to roll his strength . Lokir checks his strength which is 15 and he rolls the d20. He rolls 13 Its under 15 and therefor a success so the manages to move the stone. The GM could have applied a penalty if the stone was very big and maybe said that he had -5 on his skill for this roll and in that case the attempt would have failed. Lokir is later trying to see if he knows anything about the area that he is in. The GM asks him to roll his intelligence which is 12 ; He rolls and gets a 2 almost a perfect roll. The GM tells him that he have woken up in Ostheim and that he is far from his home, the ship must have went of course. He does not know much of Ostheim but he have the skill Knowledge(Geography): 14. He have raised it quite far but for a sailor like Lokir its important to have. He rolls once more and he gets a 1 thats a perfect success. The GM tells him that he is close to the city Saaga which is one of the larger cities in Ostheim, he should head north along the coast until he gets to the river and follow that one up about half a days march. So thats the difference, you can use your attribute for a general information but you must have a skill to get the detailed information or specific information about something or a certain action. Attacks and defense are also handled very differently in DoD then in most systems. It uses something called SK(Stridskapacitet/Fighting capacity) which is a value thats derived from (Strength+Physique+Coordination)/3. Thats the base for the FC(Fighting Capacity) we can call it in English. Then you add your skill in say Weapon technique(One handed swords): 10 . So if your base FC: 12 then you add your skill when using that weapon so thats FC:22 when using one handed swords. Then you can put that out how you like on attacks. You could do one attack at 22, or two attacks at 11 or one attack at 10 and then two defenses at 6 and 5. You need to allocate for defense as well since you don't have a AC like you do in D&D. Armor reduces the amount of damage you take in a certain body part. Magic: Magic does not use spells per day like D&D but rather uses a mana system where you have a certain amount of mana and you can use it how you like and during rest you regain depending on what type of mage you are. For religion spells its uses per day/week/moth or for very powerful spells uses per year. You have many different kinds of magic. You have the magic that mages uses, then you have four different religions that have their own spells. There are many types of mages. First you decide if you use White, Gray or Dark magic. Then you chose how you conjure it. Drum, voice, motions, staff or maybe you can just blink to weave a spell. Those are the five conjuration ways. They have their own perks and flaws as do the magic that you use. Once you have chosen what kind of magic you use its very hard to change. You can learn more then one conjuration way. So you might know how to cast spells with a staff and with your voice. The systems also uses something called the resistance table. In D&D you have opposed checks, where two people roll. Say that we have a thief lets call her Sina. Example: Sina is trying to sneak past a guard. She have 14 in hidden movement. The guard that is standing by the house have a perception of 12. We look in the Resistance table and we see that since Sina is the active party in the action she have to roll under 12 to succeed. So rather then having two rolls we just have one but its modified depending on how good the oppositions is, the better the opposition the lower the value you have to roll under. So thats another big difference from D&D and other games. The system does not have classes or levels you raise one skill at the time with ÄP(Äventrys poäng/Adventure Points) and it gets more and more expensive the higher the skill. So its cheap to buy a skill to 7 then it starts to get expensive. It also uses something called TKP(Totala Kroppspoäng/ Total Body points) and thats divided for body parts. So you have head, chest, abdomen, legs and arms for a total of 7 hit places with individual HP and armor. So you can lose a arm if you are not careful. When you create a character you also roll on a background table to get perks and flaws. You might get +5 in a skill or maybe you can change shape into a bear or wolf. Or you might have lost an eye or you have an exquisite instrument. There are many possibility's. Then you roll on a success chart to see how well you have done in life so far and it can give you a substantial boost to your skills and money. So there is some luck but the GM cant be to harsh. So if this brief post is interesting write here if you are interested or have questions. I will not respond to PM's since I want to keep all of this in one place. Best regards The Riddler