System Reference: Dragonbane Core Mechanics

Dragonbane, the modern reimagining of the classic Swedish tabletop role-playing game Drakar och Demoner, utilizes a fast-paced, lethal system designed for “mirth and mayhem.” Published by Free League Publishing, the mechanics blend traditional D20 Roll-Under systems with modern narrative elements such as the ability to push failed rolls at a physical or mental cost.

The Core Resolution Mechanic

The game relies on a D20 roll-under mechanics for all skill and attribute tests. A result equal to or lower than the character’s skill level indicates success. Unlike systems with escalating difficulty classes (DC), the difficulty is generally static based on the character’s competence, though situational modifiers apply.

Critical Results and Modifiers

The linear probability of the D20 is modified by specific roll outcomes and situational advantages:

  • Dragon Roll (Crit): A natural 1. This guarantees success and triggers a critical effect, such as double damage in combat.
  • Demon Roll (Fumble): A natural 20. This denotes an automatic failure that cannot be pushed and often results in a narrative mishap or weapon breakage.
  • Boons and Banes: Rather than adding numerical modifiers, Dragonbane utilizes a mechanic similar to Advantage and Disadvantage.
    • Boon: Roll two D20s, take the lowest (better) result.
    • Bane: Roll two D20s, take the highest (worse) result.

Pushing the Roll

A defining feature of Free League titles is the “Push” mechanic. If a player fails a skill or attribute roll (excluding a Demon Roll), they may choose to reroll immediately. However, this narrative agency comes with a consequence: the character immediately suffers a Condition relevant to the attribute used.

Character Metrics

Characters are defined by six core attributes which determine secondary resources.

AttributeLinked ConditionSecondary Resource
Strength (STR)ExhaustedDamage Bonus
Constitution (CON)SicklyHit Points (HP)
Agility (AGL)DazedMovement Rate
Intelligence (INT)AngrySkills Base
Willpower (WIL)ScaredWillpower Points (WP)
Charisma (CHA)DisheartenedSocial Skills

Willpower Points (WP) are a finite resource used to fuel magic spells, heroic abilities, and kin talents. They regenerate primarily through rest, emphasizing resource management over lengthy adventures.

Combat Structure

Combat in Dragonbane is organized into rounds of approximately ten seconds, utilizing a dynamic initiative system.

Card-Based Initiative

At the start of each round, numbered cards (1–10) are dealt to all participants. The lowest number acts first. This system allows for tactical variance, as players can choose to Wait, swapping their initiative card with a creature acting later in the order.

The Action Economy

A character’s turn consists of one Movement and one Action. Crucially, defensive manoeuvres are tied to this economy.

  • Reactions: Actions such as Parry (blocking with a weapon/shield) or Dodge (evading via an EVADE roll) are performed outside the character’s turn.
  • The Cost of Defence: Performing a reaction consumes the character’s action for the round. If the character has already acted, they generally cannot defend themselves effectively. If they defend first, they sacrifice their ability to attack on their turn.

Damage and Recovery

The system is lethal; Hit Points (HP) are low and do not scale dramatically with levels. Armor functions as damage reduction rather than avoidance.

The Death Spiral

When HP reaches zero, the character drops prone and must make Death Rolls against their Constitution.

  • Stabilization: Requires a successful HEALING skill check from an ally.
  • Outcome: Three successes allow the character to recover D6 HP. Three failures result in permanent death.

Recovery Cycles

  • Round Rest: A quick breather (10 seconds) recovers D6 WP.
  • Stretch Rest: A short break (15 minutes) heals D6 HP, D6 WP, and removes one Condition.
  • Shift Rest: A long rest (6 hours) in a safe location fully restores all HP, WP, and removes all Conditions.

Magic Systems

Magic is categorized into Schools (such as Animism, Elementalism, and Mentalism). Spellcasting is an active skill requiring the expenditure of Willpower Points.

  • Variable Power: Standard spells cost 2 WP per Power Level (1–3), allowing casters to scale the intensity of effects.
  • The Metal Taboo: In keeping with classic folklore tropes, magic cannot be channeled while wearing metal armor or wielding metal weapons.
  • Risks: A failed casting roll wastes the WP. A Demon Roll (20) on a spell triggers a Magical Mishap, ranging from minor inconveniences to catastrophic backfires.

References