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A game based on [http://www.evilhat.com/home/fae/ Fate Accelerated] by Evil Hat Productions centered around the concept of dragon riders, loosely inspired by the [http://www.drivethrurpg.com/product/17357/Council-Of-Wyrms-2e?it=1 Council of Wyrms] campaign setting from the 2e D&D era.
 
A game based on [http://www.evilhat.com/home/fae/ Fate Accelerated] by Evil Hat Productions centered around the concept of dragon riders, loosely inspired by the [http://www.drivethrurpg.com/product/17357/Council-Of-Wyrms-2e?it=1 Council of Wyrms] campaign setting from the 2e D&D era.
 
==Player Characters==
 
 
===Carthus Rek & Xathek’vashan===
 
''played by Count Dorku''
 
 
'''CARTHUS REK'''
 
 
'''High Concept:''' Piratical Outcast
 
 
'''Trouble:''' Worryingly Reckless
 
 
'''Other:''' Boundless Font of Energy (pick 2 others)
 
 
*'''Good (+3):''' Forceful
 
*'''Fair (+2):''' Quick, Flashy
 
*'''Average (+1):''' Clever, Sneaky
 
*'''Mediocre (+0):''' Careful
 
 
'''Excessive Force:''' Because I have no sense of restraint, I get +2 when forcefully attacking a lone target.
 
 
'''Any Landing You Can Walk Away From:''' Because I am used to smacking heavily into things, I get +2 to Forcefully Defend against impact attacks (such as being hit with a maul, or crashing).
 
 
'''Fast Talker:''' Because I don’t give people time to think, I get +2 to Quickly Overcome in social situations against people who aren’t ready to deal with me yet.
 
 
----
 
 
'''XATHEK’VASHAN (“Xath”)'''
 
 
'''High Concept:''' Deeply Tired Inscribed Dragon
 
 
'''Bond:''' Reluctant Mentor to a Tiny Squishy Lunatic
 
 
*'''Good (+3):''' Sagacious
 
*'''Fair (+2):''' Haughty, Secretive
 
*'''Average (+1):''' Guarded, Stubborn
 
*'''Mediocre (+0):''' Impatient
 
 
'''Laser Breath:''' Because I have a beam of light for a breath weapon, I get +2 to sagaciously attack when targeting specific weak points (such as a skyship’s sails, or the joints on a heavily armoured monster).
 
  
 
==Game Setup==
 
==Game Setup==
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Stunts work like standard Fate Accelerated. All symbioids get 3 free stunts and begin with 3 refresh.
 
Stunts work like standard Fate Accelerated. All symbioids get 3 free stunts and begin with 3 refresh.
 
====Scale====
 
 
Rather than use special scale modifiers, there are two levels for scale: dragon and person. During physical confrontations and some social ones, dragons can obliterate anything on the personal scale without effort unless the situation suggests differently through aspect justification or the like. Likewise, characters on the personal scale must have justification to affect dragons in a physical confrontation, otherwise they are simply powerless to harm all but the smallest of dragon hatchlings.
 
 
Characters on the personal level can band together to form units and armies that can interact on the dragon scale, but are usually weaker, statted as groups of mooks with limited modes of competence (good at (+2): siegecraft, tactics). Nonetheless, individuals might command units or provide teamwork bonuses to such units.
 
 
If characters at the same scale interact where something strongly suggests one side has a distinct advantage (a venerable wyrm against a juvenile dragon, for example), the GM can award one or more free invokes on the greater party’s high concept.
 
 
====Working Together====
 
 
The main advantage of pairing dragon with rider is that they will naturally be good at different things. Dragons will be the bashers and bunker breakers, while their human-sized counterparts may be diplomats, sneaky thieves, powerful magicians or nobles among men. Each will have its own unique role to play.
 
 
When paired, they can each perform separate actions, or provide teamwork bonuses to one another. They can do this whenever this makes sense. Furthermore, they can share their resources, including fate points, stress, and consequences when working together.
 
  
 
===Initial Setting Thoughts===
 
===Initial Setting Thoughts===
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So far, to summarize, some ideas we have so far:
 
So far, to summarize, some ideas we have so far:
  
*World based on a post-apacolyptic fantasy setting where the great magical works of yore have disappeared
+
*Dragons need symbioid anchors to interact with the world (perhaps to avoid utter extinction)
*Dragons need symbioid anchors to interact with the world due to a drain on their magical natures
+
*Avoidance of strict standard medieval fantasy tropes (maybe some real oddball mashups?)
*Avoidance of strict standard medieval fantasy tropes -- sky ships! Technomancers! Sky faring explorers
 
 
*Avoidance of strict standard D&D dragons (no spell-casting as a default)
 
*Avoidance of strict standard D&D dragons (no spell-casting as a default)
*Low magic which is in decline
+
*Low magic (but maybe some alchemy?)
*Alchemy based on some sort of symbolic principle
 
 
*Extensive wilderness, including inhospitable barrens and mountains
 
*Extensive wilderness, including inhospitable barrens and mountains
 
*Sparse population centers
 
*Sparse population centers
*Dragons are partially celestial beings that can survive in the outer stratosphere (or setting equivalent of that concept)
 
*Travel between locales must be done the old-fashioned way (no gates or teleportation)
 
*PCs seek ancient knowledge for the protection of endangered dragons (???)
 
  
 
==The World of Tera-Erde==
 
==The World of Tera-Erde==
''contributor: roryb''
+
 
 
[[File:Dragon_Riders.jpg|500px|right]]
 
[[File:Dragon_Riders.jpg|500px|right]]
 
The world is a flat plane. There is a sharp edge of the world, where the forces of the heavens and hell meet to do battle, where elemental maelstroms of hot and cold swirl and gust. No sky ship can traverse the dangerous gases and chaotic winds beyond the edge, and are relegated to the safer skies directly over the surface of Tera-Erde (and only at or below certain altitudes).
 
 
Below is the eternal inferno...a great hot sun that blasts with intolerable heat and radiation from below. The inferno undergoes a year-long cycle from burning hot to cold, and affecting the seasons of the entire surface of Tera-Erde. The higher the altitude, the colder the winter, while the lower the elevation, the warmer the summer. The closer to the edge one goes, the more desolate and inhospitable it becomes.
 
 
Sky whales migrate, taking a year-long trek over the surface of Tera-Erde during the summer, while disappearing below during the winter.
 
 
A mysterious mirror-like satellite orbits beyond the edge and reflects the bright but indirect light and tolerable warmth of the inferno onto the surface. Due to a massive inaccessible plinth of mountainous rock rising at the center of Tera-Erde, the light of the mirror only covers two thirds of the surface, leaving the remainder under the shadow of night.
 
 
Above are the heavens from which the spirits of dragons descend.
 
 
===Dragons===
 
 
'''Feral'''
 
 
''contributor: roryb''
 
 
Feral dragons are not so much a specific breed. They can be of any of the basic stock from among dragonkind. For whatever unknown reason, they have broken away from the consortium (not a good name, need another), having discovered another symbiotic source to sustain their natures. Whether it is some celestial ore fallen from the heavens, or some unknown geological resonance, some source anchors their magical natures enough to sustain manifestation in the world. As a result, they are extremely rare to be discovered outside of their territory, which they jealously guard. Also due to the nature of their unnatural symbiosis, it has warped their minds and stripped them of their majesty and all semblance of majesty, turning them into terrifying monsters of unparalleled destruction. They can often be found in greater sizes and power than their kin.
 
 
*'''Common Aspects:''' Territorial Fiend; Unhinged Draconic Psyche; Unbound Monster of the Highest Order
 
*'''Common Approaches:''' Dreadful, Ferocious, Swift, Sly, Guarded
 
*'''Power Facts:''' Same as kindred breed, powered by proximity to their lair
 
 
'''Inscribed'''
 
 
''contributor: Count Dorku''
 
 
Dragons are innately tied to magic, and no breed shows this more clearly than the inscribed dragons. Every scale on an inscribed dragon is marked with a runic symbol; when one uses its devastating breath, a spear of blue light, these runes flare to life. Inscribed dragons are notably smaller than most other breeds, and tend to rely upon their minds rather than raw muscular power. A few are capable of working magic, but even those who aren't tend to hoard information, especially information few others have. The wise do not assume that being intelligent makes inscribed dragons more reasonable or approachable in human terms - inscribed dragons tend to be secretive to the point of paranoia, and often have very inhuman mindsets.
 
 
*'''Common Aspects:''' Smarter Than You - And Knows It; Knowledge Is Power - Guard It Well; Inhuman Mentality
 
*'''Common Approaches:''' Sagacious, Secretive, Majestic, Guarded, Stubborn
 
 
'''Island'''
 
 
''contributor: Reality Glitch''
 
 
Not to be confused with the A'aoe myth, island dragons are a surprisingly common sight among the archipelago as a whole. Acting as gardians of life, many individuals choose a single island to champion, and it's not uncommon for multiple to work together (or compete with eachother) to protect a certain group of people.
 
 
*'''Common aspects:''' Island Protector, Hero to All; Strength in Numbers; ; "I Work Alone."; "One Bone Broken for Every Twig Snapped Under Foot."; "Come! Share in this prosperity."
 
*'''Approaches:''' Beguiling, Brash, Calculated, Guileful, Stalwart, Stealthy
 
 
'''Quicksilver'''
 
 
''contributor: TigerWolfe''
 
 
More than quick or agile, the Quicksilver dragon is possessed of an almost preternatural ability to cut through thinner layers of the atmosphere in dizzying speeds. This is in part due to its wings which the beast may vary to optimize flight in many speeds. Quicksilver dragons are exceedingly impatient, but also age quicker than other dragons.
 
 
*'''Common aspects:''' "What's Everyone Waiting For?!"; "Where'd He Go?"; Faster Than Thought; Fiendishly Impatient
 
*'''Approaches:''' Haughty, Stubborn, Impatient, Sly, Cunning
 
 
===Factions===
 
 
'''A'aoe Naturalists'''
 
 
''contributor: Reality Glitch''
 
 
The people native to A'aoe believe that the will of the great dragon-islands should be upheld above all else. And that will, while varying in many ways from island-to-island, includes one tenant that is the same everywhere: respect and presevre the life of the island and its unique properties. This leads to strict policies agaist the introduction of foreign wildlife onto any given island unless the species can also follow said tenant (thus allowing for seafaring cultures to continue exploring).
 
 
'''Edge Walkers'''
 
 
''contributor: Count Dorku''
 
 
On the borders of the world, heaven and hell meet to do battle. Naturally, a matter of such significance needs to be watched - very, very carefully.
 
 
This is where the Edgewalkers come in: a guild of airship pilots who push as close as they can to the end of the world, to observe the Eternal War at the fringes. Unaffiliated with any of the major nations, the Edgewalkers have a policy of strict neutrality: their concerns involve forces split off from the Eternal War only, and an Edgewalker who curries favour with one nation by serving as advance scouts, reporting on mortal troop movements, or raiding an enemy, is summarily expelled from the guild (and, where possible, the land of the upright and breathing). An Edgewalker skyship docking in a city is a sign of one of two things: either a supply run, or an oncoming threat from beyond the world.
 
 
The Edgewalkers' chief concern is finance. Donations generally spike after a valuable warning, and drop off sharply afterwards.
 
 
Edgewalker ships can be recognised by a twin-headed raven symbol.
 
 
'''Lightning Riders'''
 
 
''contributor: TigerWolfe''
 
 
The Lightning Riders are Skyhall's elite military units. Using the fastest skiffs as well as being the home of any and all Skyhall dragons. Lighting troops are frequently trained in the use of rapid deployment techniques like fast roping as well as the fabled "parachute" which is so closely guarded by the Skyhall tacticians. It's even rumored that some troops have been trained to drop without assistance from great height into any available body of water and then attack from the waves. Occasionally classes of young soldiers can be seen training by falling from air ships into the waves of the Great Lake (ocean). A secondary but no less important purpose of the Lightning Riders is to extract and rescue other members of the Skyhall military, as well as rescuing traders/merchants (in peacetime) who've become stranded in dangerous areas or crashed their skyships. Their units are recognized by bearing the image of a Falcon in dive clutching two lightning bolts one in each claw as it falls.
 
 
===Flora & Fauna===
 
 
'''General'''
 
 
''contributor: Apostle''
 
 
The hardened people of the edge, the extreme of the habitable land of Tera-Erde, live in a fine balance.
 
 
The mirror cycle of day drives the occupants to lean too structures dug into the erde. They thrive and survive at night when the rapid cooling and harsh windstorms provide what little moisture they are able to collect in the hollows of their habitats which are inter connected with tunnels that focus the winds to provide more moisture collection.
 
 
Sustenance comes from the existence of microorganisms that form a coexistence with the armor like fauna of the region. When exposed the water deposits harvested, their life cycle explodes. Generations live and die in a nights time providing food for the edge inhabitants. When the armored fauna are over filled with excess water, they grow and die quickly. The resulting plant material is harvested and used as clothing to protect from exposure, but also enables the people to spend limited time in the harshness of dawn and dusk.
 
 
Tools are constructed from the glass like deposits of sand formed in special traps or forms.
 
 
Many insectoid like forms exist here also providing the circle of life for the area. Most are venoumous, an attack on available moisture in their targeted prey.
 
 
Mysticism is focused on water shaping which is focused via worship of the chosen one who is bound to Empyria, Goddess of the Edge.
 
 
'''Beak Wolves'''
 
 
''contributor: Count Dorku''
 
 
The Sky Forests are home to countless bird species that appear nowhere else in the world, from tiny herbivores and scavengers to enormous predators. The best known creatures outside the forest are beak wolves, which are razor-beaked pack hunters that inflict savage wounds with the bladed talons on their feet, then withdraw and wait for their prey to bleed out. As well as skywood, beak wolf eggs are highly prized at lower altitudes - the creatures are large enough to ride, at least the larger specimens, but they are almost impossible to tame without starting very young. Seizing either resource is risky, though - beak wolf packs are very territorial, and beak wolves themselves are very stealthy, meaning that careless lumberers or egg-hunters are likely to end up as prey.
 
 
===Places===
 
 
'''Archipelago at Ocean's Edge'''
 
 
''contributor: Reality Glitch''
 
 
In-between the sorching deseerts of the Southern Coast and the Antarctic Edge (think Game of Thrones-style ice wall except it stick strait out of the water and goes all he way down, and it's less of a wall and more a cliff with the top plateauing the rest of the way to the southern edge of the world) is a massive ocean, hundreds of thousands of miles square that is home to a vast archipelago known to the natives as A'aoe. Each island has its own endemic lifeforms unique to only that island, including strang and exotic sentient species. Even the humans, although more-or-less the same biologically, have cultures that vary from island to island. It is believed that each island is in fact a dragon that has bound itself into a state of seemingly perpetual hibernation and create new life where before only the monsters of the deep could thrive.
 
 
'''The Corridor'''
 
 
''contributor: TigerWolfe''
 
 
The plains surrounding the great sea were previously home to steppe raiders and their herds of horses. Now the plains are populated sparsely by humanity, but wild herds of horses and packs of plains wolves roam in between the small mobile tribes, camps. The air above, which has now become home to Skyhall is often referred to as the Corridor, rarely does someone make it to the outer limits of the expanse without being at least hailed by a skyship, if not given a more personal greeting.
 
 
'''Great Necropolis of Seshtall'''
 
 
''contributor: The Tim''
 
 
Burial rites are commonly exposure based. The dead are put somewhere that the elements will quickly deal with them, scattering the flesh across the surface of the world and allowing the spirit to become part of the wider spiritual world. Of course sometimes this cannot happen, or is not desired.
 
 
The Great Necropolis of Seshtall (mostly underground midway between the mountain and the lens in the picture or thereabouts) is one such place. Originally a mass grave, the spirits of the dead there are able to persist within their body there due to not being dealt with soon enough. Now it is self sustaining, a place where those who fear death pay to be interred to continue on in a semi balance of life. And if the inhabitants can anchor themselves to something in the wider world, they can reach out from their catacomb city and influence the wider world.
 
 
'''Pélé Sélé Intellectual Observation Coalition (P.S.I.O.N)'''
 
 
''contributor: Reality Glitch''
 
 
Named after the largest of the A'aoe islands (which is about the size of Australia), is the exploartion corps dedicated to the study and protection of A'aoe's natural biodiverity; which is there is more of per square mile than any other region on Tera-Erde.
 
 
'''Sky Forests'''
 
 
''contributor: Count Dorku''
 
 
Within the great mountains can be found the Sky Forests, the only natural home of skywood. This type of wood is very valuable in skyship construction due to its light weight, although its rarity outside the Forests and refusal to grow at lower altitudes means that only a handful of ships actually use it.
 
 
'''Skyhall'''
 
 
''contributor: TigerWolfe''
 
 
Skyhall. Legend has it that the people of this nation once raided the plains below where they now sail. They've traded in their horses and yurts for skyships and drakes. Living in lashed together villages of 10 to 50 "airships" they have a capital city that numbers in the 1000s of ships. They've evolved from their hordish ways and tend to be traders and merchants now. Although their military might is still impressive and many fear the highly trained drop troops of the most elite airship squadrons. (numbers subject to change)
 
 
===Races===
 
 
'''Maloot'''
 
 
''contributor: TigerWolfe''
 
 
When humans first came to the plains they found creatures already there, large wolven humanoids living in small tribes with the actual wolves of the plains. These natives were hunters and helped the first humans to adapt to the plains. Due to this early interaction as the tribes grew and became raiders of the nearby territory the Maloot and Humans were seen as equals. As time passed and the people took to the skies, the Maloot joined their human compatriots and are viewed as an equal part of Skyhall society. While personalities amongst any group of people are bound to differ the Maloot are renowned for being tireless and hardy. Highly competitive some of the bravest/craziest members of the Lightning Riders are often Maloot soldiers.
 
 
===Religions===
 
 
'''The Trinity'''
 
 
''contributor: TigerWolfe''
 
 
The residents of Skyhall tend to be reserved when it comes to their religious practices, taking an approach of live and let live. The primary religion is a trinity based religion, depending on who you ask 1 facet is stronger than the others, or the 3 make up a singular whole. The three facets are represented by a wolf which represents loyalty and tenacity, a falcon which represents decisiveness and quick action, and finally a man which represents the thirst for knowledge. People will often invoke the aspect of the trinity they feel they need most at a given time (the wolf and falcon, are most frequently invoked by the military and adventurous types) and will also often wear an emblem of the aspect they personally find to be the most important/self fitting.
 

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