Editing
The Great Dragon Hunt
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Aspects==== '''High Concept''' Within the loose confederation of dragons, each may take on a specific role. Think of this like a dragon-specific profession. There are egg keepers, lore masters, guardians, skirmishes, first-strikers, lair watchers, hunters, air wardens, among any others that fits in. A good concept may be anything, but is best when it includes a positive or powerful virtue, a prominent physical feature or coloration, and a role. Examples might be ''Majestic Frilled Hunter'', or ''Sleek One-Eyed Blue Mist-Maker''. Feel free to deviate from the model as long as the Concept conveys some sense of role, ability, or other unique identifier. All characters are assumed to be dragons. '''The Nature of Dragons''' (Trouble) A dragon’s Nature aspect stands in for Core’s Trouble aspect. It defines both the raw elemental spirit nature of a dragon individual (''Terrible Ice King'') as well as another negatively-skewed personality trait or flaw writ large (''Ponderous Lodestone Lizard''). Since dragons are large and destructive, their Natures may still be invoked more than your average Trouble aspect to help in rolls, but with destructive natures, it tends frequently to be associated with dire consequences. This could take the form of compels reflecting negative changes to a territory due to the presence of an influencing dragon during its frequent expressions of power, or other unintended attrition. Additionally, a Nature aspect should always be consulted when seeking options for success costs and should be at the forefront. A dragon’s lair should always contain an abundance of the material linked to its nature. Without this abundance, a dragon may not successfully stoke its furnace, and may not survive hibernation. '''Clan History Aspects''' Choose three more relevant aspects according to the phase trio below: To place your Dragons in the world give some context for their history. Where did they come from? Why were they driven to Serpent's Spire? What legends do Mortals tell of the Clan? As a party give a short answer to each question and a Phase Aspect to effect your interactions with others who know your tales. '''Aspect 1: Your Lost Homeland.''' Where did your Clan once live? What was the land like? What or who lived there? How did they interact with you, if at all? How did it shape you? '''Aspect 2: Your Flight North.''' What drove you from your homes to Serpent's Spire? Who or what was responsible for your decision to make your new home in the North? '''Aspects 3+: Mortal Legends of Your Clan''' Each player can come up with a legend or two told by a group or race of mortals about an event in your Clan's history that effected them. Perhaps the tale is told by different groups from different perspectives? This tale could be a prominent piece of folklore to the relevant group effecting their interactions with you.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information