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Dragonbane Skills and Misc Creation Tables Cheat Sheet by

Dragonbane Skills and Heroics

Skills

acrobatics
jumping, balancing, etc.
awareness
watching, listening, keeping aware of impending threats
bartering
buying or selling: success = price reduce­d/i­ncr­eased 20%, Dragon = reduced 50%, demon = other party refuses entirely
beast lore
identify animal or monster and basic info, plus potential weaknesses
bluffing
use RP to get a boon/bane
bushcraft
lead the way through the wilder­ness, make camp, cook food, or stay warm in cold weather
crafting
create or fix mundane gear. Typically, it takes one shift to repair a damaged item, and you need access to the approp­riate tools
evade
dodge or flee
healing
name says it all - good for helping allies heal
hunting and fishing
name says it all
languages
To understand foreign or ancient languages, roll for this skill
myths & legends
When trying to remember stories of old times or distant lands, or trying to understand links to the past, roll for this skill
perfor­mance
When singing a song, reading a poem, making jokes or in some other way try to amuse a crowd,
persuasion
Roll for PERSUASION to make another person see things your way. If you succeed, you achieve your stated objective, and the NPC does what you want. However, they might demand something in return – the GM decides what that entails. If what you are asking for requires the NPC to sacrifice or risk something important, the roll is more difficult – it becomes an opposed r
riding
basic riding doesn't require skills, combat riding or performing complex moves, does
seamanship
not needed for simply rowing a boat or canoe, but steer or navigate a ship this is needed
sleight of hand
pick a lock, pickpo­cket, or do anything with fine motor skills, use this
sneaking
use vs foe's awareness. You can only sneak vs something you can see, you can't "just in case" sneak
spot hidden
look for concealed items. Takes a STRETCH
swimming
all heroes can SWIM without needing the skill. To do advanced things, like dive, stay under for long times, fight a strong current, etc. requires this skill

mementos

trusty old shoes
silver medallion (non magical)
letter from a friend
old journal
family heirloom bracelet
carved wooden figure you got as a kid
a strangely shaped stone
a copper coin from a treasure your parents found
an old tankard
a monster's horn taken as a trophy
a beast's fang taken as a trophy
some simple bone dice
a locket with a bit of a friend's hair
an ornate key
a hand drawn map
a ring with an inscri­ption
a bone whistle
one of your parents' ragged old hats
a griffin feather
a hand carved pipe
 

Age

Roll
Age
Skills
Bonus
1-3
Young
6+2
AGL +1 and CON +1
4-5
Adult
6+4
None
6
Old
6+6
STR + AGL + CON all -2 ea | INT and WIL both +1

STR/AGI Combat Bonuses

Score
Bonus
<=12
None
13-16
1d4
17-18
1d6

Movement

Kin
Speed
Human or Elf
10
Halfling, Dwarf, Mallard
8
Wolfkin
12
AGI <= 6
-4
AGI 7-9
-2
AGI 13-15
+2
AGI 16-18
+4

Base Bonuses

Attrib
Base Chance
1-5
3
6-8
4
9-12
5
13-15
6
16-18
7

weaknesses

gullible
greedy
thin skinned - easily provoked
foolhardy - dives into danger
faint hearted - hides at back of group
Wants to kill all monsters
intolerant of humanoid monsters - will try to kill them
lazy - constantly tries to rest
gluttonous - takes every chance to take a snack break
klepto - can't stop stealing
vain - will help anyone who praises them
reckless - loves taking big risks
dislikes magic and mages
obsessed with learning and knowledge
will never sleep indoors
boastful
violent - doesn't often negotiate
overbe­aring and bossy
cynic - expects the worst
haughty - looks down on everyone
 

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