Age Of Dragons: Advantages

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Age Of Dragons: Main Page -> Age Of Dragons: Hatchery Overview -> Age Of Dragons: Advantages


Overview of Advantages


ADVANTAGES:

  • Advantages: Record Universal Powers
  • Advantages: Record Lifepath Powers
  • Advantages: Record Lifepath Resources


Record Universal Powers

All Dragons have access to the three powers described below. Add these to your character sheet.

Aerial Mobility

  • Activation Cost: 5 Physical Energy
  • Keywords: Feat;

If airborne and able to fly, you use Aerial Mobility during the tactical movement phase to move 1 altitude step or 1 distance step. This is in addition to any other movement you take during the phase. You can only use Aerial Mobility once per round.

Draconic Focus

  • Activation Cost: 5 Mental Energy per dice
  • Keywords: Discipline;

During the reroll step of any dice roll you make, you can use Draconic Focus to reroll any number of dice, at cost of 4 Mental Energy per dice.

Firebreathing

  • Activation Cost: 5 Arcane Energy
  • Keywords: Suspire; Pyromancy; Flame Attack; Area burst;

As a battle action you can make a ranged attack. This attack can be made at up to middle distance.

Note that the inherent draconic birthright "dragonscale" renders dragons immune to damage from firebreathing, as it has the flame attack keyword.

Record Lifepath Powers


Each Lifepath presents a list of Powers that are gained through mastery of that Lifepath.
Early on in character generation you worked out the Puissance Rating of your Dragon on his current Lifepath. Your Puissance Rating sets what powers are available to you on that Lifepath.
At character generation a Dragon has all the Powers up to and including his current Puissance Rating in that Lifepath. For example, if a Dragon has an Puissance Rating of 4, and is following the Ambassador-Courtier and Scholar-Sage lifepaths, he gains all powers that require a Puissance Rating of 4 or less.

Record Lifepath Resources


Resources are items and things associated with a lifepath that give a Dragon an advantage. For example, most Warmasters will have weapons, armour and special fighting techniques, while a Scholar-Sage will have a list of spells that he has mastered.

Resources are available only to Dragons of that Lifepath. Unlike powers, you don't automatically start with all available Resources. Instead you gain 10 points worth of Resources, selected from any Lifepaths you follow.

Note that because Resources represent external items and factors, it is possible for characters to gain or lose Resources in the course of a story, and for characters to gain resources outside of his lifepath once the story begins. For example, there is nothing to stop a Warmaster from making effort acquiring an arcane library during the course of a story (perhaps by forcibly displacing some doddering sage), and conversely there is no reason why bandits couldn't make away with that same Warmaster's hoard of weapons while he sleeps. However, changes to Resources of this nature should always be played out in full - its distinctly unfair to a player to have his Resources stripped away from him in downtime, and its game-breaking to assume that characters can acquire unusual Resources in downtime without having to play it out.

Some resources, of course, are more inviolate than others. Its hard to strip a Warmaster of learnt fighting techniques, for example, though a dragon's enemy could of course seek to physically disable the dragon, assault his memories with arcane means, or simply manipulate the world of warfare to make his techniques obsolete...

The acquisition and loss of resources of various sorts is part of what makes a good Age of Dragons story. While puissance will come to any dragon, regardless of what he does, resources must be sought out, acquired the hard way and held onto against those who try to strip them of you.