Fate of the Dragon Riders

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Summary

A game based on Fate Accelerated by Evil Hat Productions centered around the concept of dragon riders, loosely inspired by the Council of Wyrms campaign setting from the 2e D&D era.

Game Setup

rory proposed several possible modes of play:

  1. Players run a PC. Whether a dragon or a bonded symbioid, players create a single persona who fits in the setting. With an even distribution of players, each participant can play one half of a bonded pair (but wouldn't have to). Dragons will be big and one-sided forces of nature. Their diminutive counterparts will be subtle and yet highly skilled. There's plenty for everyone to do. With an odd number of players, one of the missing counterparts can be an NPC.
  2. Players run Dragons. In a one PC/player scenario, all players create dragons. They are influenced by NPC riders bound to them for some important purpose. The NPCs create complications through their politics and machinations. Player dragons must act toward the greater good despite their limited but powerful dragon natures.
  3. Players run Symbioids. Same as above, but players run humanoid companions to their bonded dragons and must control these terrible destructive engines for the greater good.
  4. Players run two PC's. More interestingly, perhaps, but more involved, a player controls both a dragon and a bonded symbioid. Point of view shifts from scene to scene as the challenges of both dragon and rider are revealed. During important action sequences, rider and dragon team up to take action against terrific odds for the greater good.
  5. Players run two cross-pollinated PC's. Same as above, but players would control one rider and (as Dagon suggested in his post) the bonded dragon of another player, generating some very interesting dynamics.

A combination of modes is also possible.

Rules and Rules Discussions

Dragons

Aspects.

  • High Concept — includes breed, age, and temperament (Venerable Nihilistic Red Wyrm or Playful Juvenile Blue). Power facts attached to the aspect include the special sort of breath weapon, vulnerabilities or invulnerabilities. It is assumed that all dragons benefit from flight, are scaled serpents, have keen senses, are smart and strong, and have some means of communicating with others.
  • Trouble — as per Fate’s rules, but specifically tied to a dragon, such as lust for wealth or narcissistic nature. Dragon troubles are, by definition, big.
  • Rank — an aspect pertaining to your dragon’s rank or place within a brood or larger political alliance. Outside Looking Inside; Runt of the Litter; or Exalted Queen of the Silvers are some examples.
  • Bond — an aspect that spells out the nature of a shared bond between the dragon and symbioid. This is a shared aspect, meaning the aspect is identical in both dragon and companion. Bonded pairs can share basic thoughts together when in the same area, and sometimes further. It could speak equally to the unique nature of their bonding as well as issues they might have, such as Tiny Father To a Gigantic Son, or The Third Bonding Is the Charm.
  • Free Aspect — This could be anything. If the dragon has any specific abilities, such as psychic powers, magic use or the like, these should be spelled out in the aspect, perhaps coupled with power facts. Some exceptionally powerful stunts might require an aspect to justify an uncommon ability.

Approaches.

Distribute +3, +2, +2, +1, +1 among five of the following six dragon-specific approach types, selecting the most suitable adjective within each level:

  • Majestic, Haughty, or Dreadful (Flashy)
  • Ferocious, Mighty, or Stubborn (Forceful)
  • Swift, Precipitous, or Impatient (Quick)
  • Guileful, Cunning, or Sagacious (Clever)
  • Sly, Devious, or Secretive (Sneaky)
  • Enduring, Guarded, or Provident (Carefully)

Dragon approaches are much less universal than the standard ones for a good reason. Dragons are unstoppable siege engines of death and destruction. Their actions, therefore, are restricted by the limited possibilities dictated by their natures, oft marked by less positive approaches.

When assigning scores to each, pick which of the three among the near synonyms best describes your dragon. You may change these at minor milestones instead of re-writing an aspect or swapping a score or stunt, but you must always select from the closed collection of adjectives. Thus, all actions will be funneled through your choices. If a chosen action cannot fit within the scope of the six chosen approaches, the dragon must roll without a bonus.

Stunts.

Stunts work like standard Fate Accelerated. Use these to craft signature moves or fortes for your dragon, from impervious scale plating to powerful breath weapons to flying maneuvers. Really special moves should be designed as per the “once per session…” template. All dragons get 3 free stunts and begin with 3 refresh.

Samples:

  • Noxious Cloud. Because I can spew forth a deadly miasma, I get +2 to guilefully create an advantage to represent a Deadly Cloud of Gas.
  • Barrel Roll. Because I am very maneuverable in the air, once per session I can take a negative aspect placed on me like On Your Tail during a conflict and re-write it to my advantage, also stealing any free invokes that might still be attached.
  • Impervious Scales. Gain an extra mild physical consequence.
  • Ageless Wisdom. Because I am ancient and wise, I get +2 when I enduringly/providently create advantages when using knowledge to point out historical relevant facts during a debate.

Symbioids

Every dragon is bonded with a humanoid (usually) ally that acts as liaison, rider, and fellow combatant, often providing a balance of skills and powers external to the natures of dragonkind.

Aspects.

  • High Concept — includes race, profession and another potential adjective (Wise Elvish Abjurer or Empathetic Human Orator). Power facts attached to the aspect may include types of magic utilized or particular racial advantages or disadvantages. It’s also assumed the symbioid will know at least the basics of dragon riding and care of large flying serpents.
  • Trouble — as per Fate’s normal rules. It should be tied with something external to the symbioid’s relationship with the dragon, such as previous scars from events before bonding, a particular mortal frailty, or relationship to a rival or enemy.
  • History — humans and other races are rigorously winnowed for exacting physical and mental traits that are matched to a specific dragon when the serpent comes to maturity. Often this means the symbioid is possessed of certain gifts that are in counterpoint to the more one-sided nature of dragons. This aspect may describe particular lessons of a joined symbioid’s past that have defined their particular dissemblance. Purveyor of Truth; Calm Impartial Rationality; or A Steady Hand and Stout Heart are good examples.
  • Bond — as with dragons, this aspect spells out the nature of a shared bond between the dragon and symbioid. This is a shared aspect, meaning the aspect is identical in both dragon and companion. Bonded pairs can share basic thoughts together when in the same area, and sometimes further. See above for more detail.
  • Free Aspect — This could be anything. If the symbioid has any specific abilities, such as psychic powers, magic use or the like, these should be spelled out in the aspect, perhaps coupled with power facts. Some exceptionally powerful stunts might require an aspect to justify an uncommon ability.

Approaches.

Distribute +3, +2, +2, +1, +1, +0 among the standard six approaches. Humanoids are generally much wider varied in their scope of thinking, action, and behavior than dragons. Thus certain tasks will always be more suitable for symbioids.

  • Careful
  • Clever
  • Flash
  • Forceful
  • Quick
  • Sneaky

Stunts.

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

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 due to a drain on their magical natures
  • 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)
  • Low magic which is in decline
  • Alchemy based on some sort of symbolic principle
  • Extensive wilderness, including inhospitable barrens and mountains
  • 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

contributor: roryb

Dragon Riders.jpg

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: TigerWolfe

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

A variable-wing fast-flying dragon. Work in progress.

Factions

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.

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).

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.

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.

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.