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Drakar och Demoner rules.


Conrad

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Ok, here are the first paragraphs. I think it's possible to use with BRP. All but the two most recent versions of Drakar och Demoner are very compatible with BRP. Even though they changed the d100 to a d20 for skill rolls in the mid-80's, the rules remained close enough to just multiply some things by five. Let me know if you find it interesting and I can translate the rest of the page too.

 

"VI. Ritual Magic

 
A. Teurgy (Holy Men)
 
Teurgists are magicians using a link to a god to cast his spells. Any character, even a magician, warrior or rogue, can become a teurgist. To become a teurgist s/he must roll below POW/2 on 1d100. If the character succeeds it is supposed that s/he is getting help from the gods, and has their affection. It can only be tried once in a characters life, unless the character performs a very special holy act to catch the attention of the gods.
 
Priests can be holy men/women, but doesn't have to.
 
Holy persons can be called ritual magicians, as their spells are cast with the help of prayers. Their default ability with prayers is equal to POWx2 (rounded up to the nearest 5%). Every successful use of a prayer gives the usual opportunity to raise the skill. Contrary to the spells of a magician, the prayer is only a skill and not a spell."
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Odd Soot  Science Fiction Mystery in the 1920s

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I can give it a shot. Do you know what version of Drakar och Demoner?

Thank you very much. I don't know what version, but hopefully it is an earlier one that is more compatable with BRP. I have one other page from DoD to do with theurgists that could do with translating too, but I couldn't download it due to  some form of restriction on file size in a thread. If you are up for it Clarence could you please translate the next page if I post it in a new thread?

http://www.basicrps.com/core/BRP_quick_start.pdf A sense of humour and an imagination go a long way in roleplaying. ;)
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Yes, that's ok! Just give me couple of days. You can send the second page to my email if you don't want to start a new thread: clarence.redd (a) gmail.com

Thanks. The picture file looks too large to load it onto this page so I'll send it to you.

http://www.basicrps.com/core/BRP_quick_start.pdf A sense of humour and an imagination go a long way in roleplaying. ;)
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Here are some more paragraphs:

 

"The Gods

 
Which religion a holy man is devoted to depends on the campaign. If the world has a pantheon with several gods ruling over different aspects, as the sea, heaven, war, love and so on, the holy person prays to one of the gods and can ask for spells related to that area.
 
Example:
Thor the Holy is devoted to a god of storm. He can ask for a magician's Lightning spell.
 
Alternatively, the world can be dominated by two opposing monotheistic teachings, like christianity and satanism. In this case all holy persons have the same skills and can get the same spells from their god. But because of the two opposing sides, some spells will have the opposite effect depending on which side the caster is from.
 
Example:
A holy man devoted to the good side will have access to Heal, while the evil side will use Hurt. Those spells are two sides of the same magic.
 
 
The Effect of Prayers
 
Contrary to the day-long spell casting of spiritualists, necromancers, sorcerers and alchemists, a prayer is a relatively short ceremony. Just like the spells of a magician the prayers are divided into levels. The more levels that are needed, the longer a prayer takes. One level takes one combat round to cast.
 
Example:
If brother Thor the Holy wants to pray for healing for his badly hurt friend (who has lost 14 out of 16 Hit Points), he must pray for at least three rounds to be able to heal the 3d6 needed. The spell takes effect step by step while Thor is praying, giving his friend 1d6 HP the first round, 1d6 the following round and so on.
 
The holy man must be within an arm's length of the target of the prayer, though s/he doesn't have to touch it.
The spell is working only for as long as the prayer is continuing. You will quickly notice that ranged spells are not that useful to a holy person. 
A holy person is not limited to the spells of magicians, they have a few of their own too."
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Here are the prayers/spells:

 

"General Prayers

 
Most holy persons know the following prayers:
 
1. Purify
– Every level of the prayer removes 1d6 of damage caused by poison or impurities in food and drink.
 
2. Heal
– Every level of the prayer removes 1d6 of damage caused by something else than the ones mentioned above.
 
3. Holy Aura
– Every level works as a protection of the holy person, and is visible like an aura of light around him/her. Every level above the first adds one level in strength, or widens the field's radius by 1 meter. As with other prayers it starts to work one round after it has been cast, and Anti-Magic and Push (other spells) will only affect those hostile to the holy person and his friends. A common sight on a battlefield, are slowly growing spheres of light. If the spheres of two opponents overlap, none of them works in the overlapping area. If two spheres from the same side overlap, they enhance each other in the overlapping area.
 
4. Blessing
– Every level affects one separate target. Two levels can not affect the same target. The target will have all his/her fighting skills multiplied by 1.5. Contary to a holy person's other prayers, this one will affect anyone within hearing range, but s/he must mention the names of the beings who should be affected. When the target has been pointed out, the prayer continues to work as long as it is upheld.
 
5. Exorcise
– This prayer opposes the holy persons POW with the POW of an undead (ghost, skeleton, vampire, wraith etcetera), whereby s/he tries to banish it. If the roll on the resistance table is successful, the undead (or demon) is destroyed. The prayer must be used within reach of the target in question, and if an Anti-Magic spell is at work on the target, the prayer must first overcome that spell as a first level prayer.
 
6. Revive
– One level of this prayer must be used for every ten minutes a person has been dead. It opposes the POW of the caster with the POW of the dead's soul. If the roll on the resistance table is successful the soul returns to the body (the body must be healed to a positive hit point value before the prayer ends). If the roll fails, it means that the soul has disappeared. The holy person must also roll below his/her's hit points on 1d20, or suffer death him-/herself. The caster also collapses and is unconscious for 30-POW minutes."
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M–SPACE   d100 Roleplaying in the Far Future

Odd Soot  Science Fiction Mystery in the 1920s

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@Chorpa: You don't happen to know what version of DoD this is? I don't recognize it, but I've not read/played much DoD since… a very long time.

I am not sure but from the font used I would guess it is from something released between 1983-1987. I am gonna check to see if I can find the actual page in any of my pdfs.

 

 

Yes very much so. The three first editions of Drakar and Demoner was really just a translation of Worlds of Wonder with the Magic World section incorporated.

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Here is the final piece! I hope you find some use for it, and that my English is making the rules justice (the writing in Swedish is a bit clumsy actually, as it often was in the early games here).

 

 

 

"What a prayer demands of the caster

 
Just like the spells of a magician, a prayer costs Power points to use. Every level costs one Power point. This is not so much that the prayer needs power to work, but instead it is caused by the strain on the caster when in contact with a god.
A holy person regains all Power points after one hour of continuous and unbroken meditation.
 
 
Raising POW
 
Every time a holy person must overcome the POW of someone else and succeeds, s/he has the possibility to raise his POW just like a magician.
 
 
Inverted prayers
 
Most of the prayers mentioned above can have some kind of inverted effect. Those effects are described below:
 
Purify: Contaminate – Every level adds to the damage a substance can do with 1d6, by turning it into a poison.
 
Heal: Hurt – 1d6 damage for every level.
 
Blessing: Curse – Every level reduces the target's chance to hit with 50%.
 
Exorcise: Control – Allows the caster to control undead and demons.
 
Revive: Slay – Every level opposes the caster's POW with the target's. If the holy person wins, the target dies.
 
 
Hurt, Curse, Control and naturally Slay must overcome the target's POW before they start working. All inverted versions have the same limitations regarding range and concentration as the normal prayers."

1683589267_frostbyteloggaFsvarttiny2.jpg.22ebd7480630737e74be9c2c9ed8039f.jpg   FrostByte Books

M–SPACE   d100 Roleplaying in the Far Future

Odd Soot  Science Fiction Mystery in the 1920s

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This is a text from the first edition of Drakar och Demoner that was a translation of the first edition of Magic World written by Steve Perrin. Actually it was a translation of a draft version and this text did not make to the final product in US. The plan was to make a suplement product with holy and ritual magic but it was never published (or written).

Sincerely

Max Tillberg

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This is a text from the first edition of Drakar och Demoner that was a translation of the first edition of Magic World written by Steve Perrin. Actually it was a translation of a draft version and this text did not make to the final product in US. The plan was to make a suplement product with holy and ritual magic but it was never published (or written).

Sincerely

Max Tillberg

Ahh thanks. Been looking through all the old Drakar and Demoner stuff and sure couldn't find any mentioning of it anywhere. But as I mentioned the font and layout used looks the same as the one used in the first edition of Drakar and Demoner (1982).

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