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Dragonkind strives to survive. The threat of man, a dwindling frontier to serve as food and refuge, in addition to the lost dragon eggs that need to be recovered and incubated are not the only threats the species faces. Their own raw natures threatens to spill over their levees to consume them and the world, and their contest to amass the resources necessary to survive the coming hibernation at the end of the age number among their challenges. They must adapt to the cleverness of the human mind or face extinction. And even immediate survival will amount to little if they cannot foster a new generation.
 
Dragonkind strives to survive. The threat of man, a dwindling frontier to serve as food and refuge, in addition to the lost dragon eggs that need to be recovered and incubated are not the only threats the species faces. Their own raw natures threatens to spill over their levees to consume them and the world, and their contest to amass the resources necessary to survive the coming hibernation at the end of the age number among their challenges. They must adapt to the cleverness of the human mind or face extinction. And even immediate survival will amount to little if they cannot foster a new generation.
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===High Concept===
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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''.
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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.
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===The Nature of Dragons===
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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.
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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.
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===Aspects===
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Choose three more relevant aspects, including things like a code of honor, a rival relationship, a faction, or a connection with another player dragon.
  
 
===Anatomy of a Dragon===
 
===Anatomy of a Dragon===
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Today they have formed a loose alliance and rally around their chosen elder, who at present suffers a wasting curse that none currently understands nor knows how to combat. Rivalries threaten the dragons’ future as much as the next wave of dragon hunters. Many dragons cultivate relationships with a variety of mortal minions — dwarves to craft more formidable defenses, barbaric northman tribes to serve as lookouts and spies, as well as craftsmen and scribes to do such menial tasks that a dragon could not or would not do.
 
Today they have formed a loose alliance and rally around their chosen elder, who at present suffers a wasting curse that none currently understands nor knows how to combat. Rivalries threaten the dragons’ future as much as the next wave of dragon hunters. Many dragons cultivate relationships with a variety of mortal minions — dwarves to craft more formidable defenses, barbaric northman tribes to serve as lookouts and spies, as well as craftsmen and scribes to do such menial tasks that a dragon could not or would not do.
  
===Character Creation===
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===Skills===
 
 
====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.
 
 
 
====Skills====
 
  
 
All beginning characters are assumed to be adult dragons (Great +4). A dragon’s Age level (see ‘Age’ skill below) also places a cap on its Skill Pyramid.
 
All beginning characters are assumed to be adult dragons (Great +4). A dragon’s Age level (see ‘Age’ skill below) also places a cap on its Skill Pyramid.
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*Wisdom (Empathy, Lore)
 
*Wisdom (Empathy, Lore)
  
'''AGE''' (Physique)
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====AGE (Physique)====
  
 
This skill is divorced from the skill pyramid and progresses regardless of the others according to the March of Ages which closely influences a dragon’s hibernation cycle (in other words, it is set with a rank from +1 or +8 and does not fit into the skill pyramid). All dragons who successfully prepare their lairs and hoard for the coming slumber and emerge uninterrupted automatically increase their Age skill one step along the following chain:
 
This skill is divorced from the skill pyramid and progresses regardless of the others according to the March of Ages which closely influences a dragon’s hibernation cycle (in other words, it is set with a rank from +1 or +8 and does not fit into the skill pyramid). All dragons who successfully prepare their lairs and hoard for the coming slumber and emerge uninterrupted automatically increase their Age skill one step along the following chain:
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*'''Tail Slap.''' Once per conflict, gain +2 to create a '''''Shaken''''' or similar advantage up to one zone away.
 
*'''Tail Slap.''' Once per conflict, gain +2 to create a '''''Shaken''''' or similar advantage up to one zone away.
  
'''BREATH''' (Shoot)
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====BREATH (Shoot)====
  
 
This works just like Shoot, however a dragon’s Nature aspect will always color the narrative flavor of the breath. Thus, a dragon with '''''Fires of Rage''''' as a nature aspect will always attack with a flame-themed breath weapon. Also see relevant parts about a dragon’s Furnace in Age, above.
 
This works just like Shoot, however a dragon’s Nature aspect will always color the narrative flavor of the breath. Thus, a dragon with '''''Fires of Rage''''' as a nature aspect will always attack with a flame-themed breath weapon. Also see relevant parts about a dragon’s Furnace in Age, above.
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*'''Widen Blast.''' Once per conflict when you check a 2-stress Furnace box or greater, you gain +2 to attack with Breath and may attack multiple targets within your own zone by splitting shifts between the targets.
 
*'''Widen Blast.''' Once per conflict when you check a 2-stress Furnace box or greater, you gain +2 to attack with Breath and may attack multiple targets within your own zone by splitting shifts between the targets.
  
'''CONJURE'''
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====CONJURE====
  
 
Conjuration is not one skill, but rather a body of magical skills, each with its unique name and place within a dragon’s skill pyramid. Examples include Domination, the act of cowing a populace, Stonecraft, the act of summoning and manipulating rock and gems, or Stormancy, the art of commanding the weather. Each must be chosen as a unique skill that controls, manipulates, or creates a narrowly defined portfolio of abilities. A special stunt must be taken to add attack or defend to the default actions of the magical skill.
 
Conjuration is not one skill, but rather a body of magical skills, each with its unique name and place within a dragon’s skill pyramid. Examples include Domination, the act of cowing a populace, Stonecraft, the act of summoning and manipulating rock and gems, or Stormancy, the art of commanding the weather. Each must be chosen as a unique skill that controls, manipulates, or creates a narrowly defined portfolio of abilities. A special stunt must be taken to add attack or defend to the default actions of the magical skill.
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*'''Telepathy (Requires Conjure: Psion).''' You may speak to any mortal regardless of tongue if you succeed in placing a positive emotional aspect on a target.
 
*'''Telepathy (Requires Conjure: Psion).''' You may speak to any mortal regardless of tongue if you succeed in placing a positive emotional aspect on a target.
  
'''COURAGE''' (Will)
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====COURAGE (Will)====
  
 
The Courage skill represents your dragon's general level of mental fortitude, the same way that Age represents your physical fortitude. The Courage skill gives you additional sanity stress boxes or consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes. This slot can only be used for mental harm.
 
The Courage skill represents your dragon's general level of mental fortitude, the same way that Age represents your physical fortitude. The Courage skill gives you additional sanity stress boxes or consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes. This slot can only be used for mental harm.
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*'''Resolve.''' Once per session, immediately remove any negative emotional mild consequence on your turn.
 
*'''Resolve.''' Once per session, immediately remove any negative emotional mild consequence on your turn.
  
'''CUNNING''' (Buglary/Crafts/Deceive)
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====CUNNING (Buglary/Crafts/Deceive)====
  
 
This is a stand-in for Core's Buglary, Crafts, and Deceive skill, representing the more duplicitous nature common among many dragons. Scale is always a factor in shaping the narrative with massive flying serpents. Make sure to ground action in terms that can be easily justified. For example, a dragon picking the pocket of a person walking on a street is not something this skill will be used for. However, finding the lair of a rival dragon or placating and angry rogue dragon would be. Crafting-type skills would also be very limited in scope by what one can imagine a dragon doing without opposable thumbs and tools.
 
This is a stand-in for Core's Buglary, Crafts, and Deceive skill, representing the more duplicitous nature common among many dragons. Scale is always a factor in shaping the narrative with massive flying serpents. Make sure to ground action in terms that can be easily justified. For example, a dragon picking the pocket of a person walking on a street is not something this skill will be used for. However, finding the lair of a rival dragon or placating and angry rogue dragon would be. Crafting-type skills would also be very limited in scope by what one can imagine a dragon doing without opposable thumbs and tools.
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*'''It Takes a One to Know One.''' Use Cunning instead of Empathy to perceive lies and deceit in another dragon.
 
*'''It Takes a One to Know One.''' Use Cunning instead of Empathy to perceive lies and deceit in another dragon.
  
'''HOARD''' (Resources)
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====HOARD (Resources)====
  
 
Hoard describes your dragon’s cache of unique wealth and the ability to leverage it against certain wants. Note that a hoard is not necessarily in the common coinage and loot in stories, but also resonant minerals and other natural resources in raw form, and may include the physical space in which one lairs. This might not always reflect wealth on hand, it might be tied to land or vassals as much as gold.
 
Hoard describes your dragon’s cache of unique wealth and the ability to leverage it against certain wants. Note that a hoard is not necessarily in the common coinage and loot in stories, but also resonant minerals and other natural resources in raw form, and may include the physical space in which one lairs. This might not always reflect wealth on hand, it might be tied to land or vassals as much as gold.
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*'''Money Talks.''' You can use Hoard instead of Majesty in any situation where ostentatious displays of material wealth might aid your cause.
 
*'''Money Talks.''' You can use Hoard instead of Majesty in any situation where ostentatious displays of material wealth might aid your cause.
  
'''MAJESTY''' (Provoke/Rapport)
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====MAJESTY (Provoke/Rapport)====
  
 
Majesty is for evoking powerful or subtle emotions in a target, or manipulating behaviors in others. Most often this is done in a big majestic way. Think dragons. Big ones. However, since by nature dragons cannot verbally communicate outside their kind, this limits the shape and form an action takes. On the other hand, 90% of all communication is non-verbal. A pernicious low growl or narrowed eyes can say a tremendous amount.
 
Majesty is for evoking powerful or subtle emotions in a target, or manipulating behaviors in others. Most often this is done in a big majestic way. Think dragons. Big ones. However, since by nature dragons cannot verbally communicate outside their kind, this limits the shape and form an action takes. On the other hand, 90% of all communication is non-verbal. A pernicious low growl or narrowed eyes can say a tremendous amount.
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*'''Revered.''' If you’re in an area where you’re respected or revered, you can use Majesty in place of Territory. You may be able to establish your popularity by spending a fate point to declare a story detail, or because of prior justification.
 
*'''Revered.''' If you’re in an area where you’re respected or revered, you can use Majesty in place of Territory. You may be able to establish your popularity by spending a fate point to declare a story detail, or because of prior justification.
  
'''PROWESS''' (Fight)
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====PROWESS (Fight)====
  
 
Dragons represent complete war machines, with an array of natural weaponry. Teeth, claws, tail, wings, and even its plated body can be used to wreak havoc through physical conflict. Most combat will take place on the appropriate scale; dragon versus dragon may be a source of violence, or against mortals on the scale of an army or city. For ranged combat, Breath is the appropriate skill. Many unique physiological dragon features useful in combat will be kitted out as Prowess stunts.
 
Dragons represent complete war machines, with an array of natural weaponry. Teeth, claws, tail, wings, and even its plated body can be used to wreak havoc through physical conflict. Most combat will take place on the appropriate scale; dragon versus dragon may be a source of violence, or against mortals on the scale of an army or city. For ranged combat, Breath is the appropriate skill. Many unique physiological dragon features useful in combat will be kitted out as Prowess stunts.
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*’’’Typhoon Blast.’’’ When you have enough room to justify kicking up debris and wind with your tail or wings, once per scene you may make a ranged attack with Prowess to a target up to one zone away.
 
*’’’Typhoon Blast.’’’ When you have enough room to justify kicking up debris and wind with your tail or wings, once per scene you may make a ranged attack with Prowess to a target up to one zone away.
  
'''SENSES''' (Investigate/Notice)
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====SENSES (Investigate/Notice)====
  
 
This skill combines Core’s Investigate and Notice skills, representing a dragon’s keen awareness of its natural environment. Sight, smell, hearing, including attempts to discern things both actively and passively are covered here. Dragons can  even subtlety detect magnetic or magical emanations with this skill as long as they are physical in nature. For sensing emotions or attempts of lying in a target, Wisdom is the appropriate skill.
 
This skill combines Core’s Investigate and Notice skills, representing a dragon’s keen awareness of its natural environment. Sight, smell, hearing, including attempts to discern things both actively and passively are covered here. Dragons can  even subtlety detect magnetic or magical emanations with this skill as long as they are physical in nature. For sensing emotions or attempts of lying in a target, Wisdom is the appropriate skill.
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*'''Scent Tracker.''' +2 to Overcome with Senses when following a trail by scent.
 
*'''Scent Tracker.''' +2 to Overcome with Senses when following a trail by scent.
  
'''STEALTH'''
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====STEALTH====
  
 
The Stealth skill allows you to avoid detection, both when hiding in place and trying to move about unseen. It pairs well with the Cunning skill.
 
The Stealth skill allows you to avoid detection, both when hiding in place and trying to move about unseen. It pairs well with the Cunning skill.
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*'''Slippery Target.''' Provided you’re in darkness or shadow, you can use Stealth to defend against Breath or ranged attacks from enemies that are at least one zone away.
 
*'''Slippery Target.''' Provided you’re in darkness or shadow, you can use Stealth to defend against Breath or ranged attacks from enemies that are at least one zone away.
  
'''TERRITORY''' (Contacts/Crafts)
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====TERRITORY (Contacts/Crafts)====
  
 
The Territory skill represents the influence of a dragon's own personal realm and the ability to shape that territory. The various flora, fauna, and even civilized people that settle in the vicinity of a dragon lair are the source of information, allies, protectors, and even lookouts. The dragon has the ability to shape the sources of food and flora, and to a degree, the form and shape of whatever lair the dragon chooses, provided this can be done with a dragon's physiology. The nature of a dragon will often shape, narratively, what sorts of allies and physical habitat he may draw upon or influence. Depending on the nature of a dragon, this can include the ability to communicate with whatever denizens live in his habitat.
 
The Territory skill represents the influence of a dragon's own personal realm and the ability to shape that territory. The various flora, fauna, and even civilized people that settle in the vicinity of a dragon lair are the source of information, allies, protectors, and even lookouts. The dragon has the ability to shape the sources of food and flora, and to a degree, the form and shape of whatever lair the dragon chooses, provided this can be done with a dragon's physiology. The nature of a dragon will often shape, narratively, what sorts of allies and physical habitat he may draw upon or influence. Depending on the nature of a dragon, this can include the ability to communicate with whatever denizens live in his habitat.
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*'''My Turf.''' Whenever someone initiates a conflict against you in your realm, you use Territory instead of Senses to determine turn order.
 
*'''My Turf.''' Whenever someone initiates a conflict against you in your realm, you use Territory instead of Senses to determine turn order.
  
'''WINGS''' (Athletics/Drive)
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====WINGS (Athletics/Drive)====
  
 
The Wings skill represents your dragon’s general level of physical fitness, whether through training, natural gifts, or genre-specific means (like magic or genetic alteration). It’s how good you are at moving your body. It also represents your ability to fly and navigate the skies as long as the dragon has their last Furnace stress box unchecked.
 
The Wings skill represents your dragon’s general level of physical fitness, whether through training, natural gifts, or genre-specific means (like magic or genetic alteration). It’s how good you are at moving your body. It also represents your ability to fly and navigate the skies as long as the dragon has their last Furnace stress box unchecked.
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*'''Dive.''' You move two zones for free in a conflict without rolling, instead of one, provided you are flying higher than your intended zone an nothing intervenes.
 
*'''Dive.''' You move two zones for free in a conflict without rolling, instead of one, provided you are flying higher than your intended zone an nothing intervenes.
  
'''WISDOM''' (Empathy/Lore)
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====WISDOM (Empathy/Lore)====
 
 
The Wisdom skill is about knowledge, inner discernment, and intuition, combining Core’s Empathy and Lore into one. In terms of actual knowledge, all dragons record their history in Choruses (see “Anatomy of a Dragon”, above). Dragons may spot behavior changes or emotional states in others with Wisdom.
 
 
 
*'''Overcome:''' You can use Wisdom to overcome any obstacle that requires applying your character’s knowledge to achieve a goal. For example, you might roll Wisdom to recall an ancient war from a cavern pictograph, or recall a stanza from the ''World’s Song'' that is key revealing the identity of a rogue dragon. Frankly, you can use Wisdom as a go-to skill any time you need to know if your character can answer a difficult question, where some tension exists in not knowing the answer.
 
 
 
*'''Create an Advantage:''' Like Senses, Wisdom provides a lot of very flexible opportunities to create advantages, provided you have time to recite a bit of song. More often than not, you’ll be using Wisdom to get a story detail, some obscure bit of information that you uncover or know already, but if that information gives you an edge in a future scene, it might take the form of an aspect, which gives you a fun way to add details to the setting. You can also use this to assess the aspects on another character’s sheet, but sometimes you’ll also be able to create new aspects, especially on NPCs. If the target has some reason to be aware that you’re trying to read them, they can defend with Cunning or Majesty. You can also use Wisdom to discover what circumstances will allow you to make sanity attacks on someone, figuring out their breaking points.
 
 
 
*'''Attack:''' Wisdom is not meant as an attack skill.
 
 
 
*'''Defend:''' Wisdom is the skill to defend against Cunning when a dragon is trying to lie or deceive, as well as against other social rolls to affect you.
 
 
 
Wisdom Stunts
 
 
 
*'''Eye of Judgment.''' +2 to all Wisdom rolls made to discern or discover lies, whether they’re directed at you or someone else.
 
 
 
*'''Prognosticator.''' So wise and intuitive are you that you can predict the future with some accuracy. You can roll advantages with Wisdom to declare story details in the form of cryptic aspects.
 
 
 
*'''Shield of Wisdom.''' You can use Wisdom as a defense against Majesty attempts, provided you can justify your ability to overcome your fear through reason and intuition.
 
 
 
====Stunts and Refresh====
 
 
 
Each dragon has 3 Refresh and 3 free stunts as per Fate Core. These may be spent to add abilities of speech, or augment skills, creating specific maneuvers or abilities.
 
 
 
====Stress, and Consequences====
 
 
 
Each dragon has a Sanity, Stamina, and Furnace stress track. Courage effects the former track, while Age modifies the latter two in terms of extra boxes and Consequences:
 
 
 
For Stamina and Sanity, Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes.
 
 
 
For Furnace, the value of the Age modifier (4 for all “Adult: Great (+4)” Age dragons) provides the number of boxes total. These have special rules for how boxes are checked or unchecked, and how this resource effects rolls and dragon abilities (see “Age” and “Breath” Skills, above).
 
 
 
All dragons start with the usual Consequence slots: one Mild, one Moderate, and one severe, with the option of taking an exceptional Consequence.
 
  
 
===March of Ages===
 
===March of Ages===
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Due to the expansive nature of the setting, much of play will default to “zoomed out” play, with actions, Challenges, Contests, and sometimes even Conflicts drawn out over an epic period of narrative time.
 
Due to the expansive nature of the setting, much of play will default to “zoomed out” play, with actions, Challenges, Contests, and sometimes even Conflicts drawn out over an epic period of narrative time.
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===Stunts, Refresh, and Stress===
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Each dragon has 3 Refresh and 3 free stunts as per Fate Core. These may be spent to add abilities of speech, or augment skills, creating specific maneuvers or abilities. Each dragon has a Sanity, Stamina, and Furnace stress track.
  
 
===Create the World===
 
===Create the World===
  
 
Without creating a hugely detailed world, color the setting with specific mortal races, factions of men and/or dragonkind, and empires or cities.
 
Without creating a hugely detailed world, color the setting with specific mortal races, factions of men and/or dragonkind, and empires or cities.

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