Difference between revisions of "Age of Dragons: Beast Unbound"

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That is not to say that all Dragons on this path remain in it forever. Some will visit the Lifepath only for as long as it takes them to "connect to the Beast within", and will return to civilised lifepaths afterwards. Likewise, some come to it late in life, when they have tired of civilised society. Regardless, once the beast within has been unbound, it can never truly be caged again.
 
That is not to say that all Dragons on this path remain in it forever. Some will visit the Lifepath only for as long as it takes them to "connect to the Beast within", and will return to civilised lifepaths afterwards. Likewise, some come to it late in life, when they have tired of civilised society. Regardless, once the beast within has been unbound, it can never truly be caged again.
 +
<br><br>
 +
=Edges=
 +
==Skills==
  
 +
===Tooth and Claw===
  
 +
This ''Lifepath Skill'' adds the Dragon's ''Arete'' in ''Beast Unbound'' when calculating ''Technique'' for the following types of tasks:
 +
* Attacking in combat with natural weaponry (that is tooth and claw, but not weapons or magic).
 +
* Defending in combat with natural weaponry, or with natural agility or toughness.
  
 +
This should be considered a core skill for ''Beasts Unbound'' as a Beast that cannot fight will be a liability on the hunt, and likely relegated to being the runt of the pack.
  
----
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===Dominance and Instinct===
  
=Lifepath Powers=
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This ''Lifepath Skill'' adds the Dragon's ''Arete'' in ''Beast Unbound'' when calculating ''Technique'' for the following types of tasks:
 +
* Establishing dominance in the pack. Recognising the Alpha in your own and other packs.
 +
* Intimidation, either through physical means or through growls and raw animal power.
 +
* Cowing prey animals, or scaring off other predators.
 +
* Laying strong scent to mark your territory. Recognising the territorial markings of others.
 +
* Tests of animal instinct.
  
==Unchaining the Animal Within (Experience Rating: 1)==
+
===Wilderness Survival===
  
''For dragons, releasing their bestial aspect is a conscious decision. Every dragon is aware of the "beast" or the "animal" that is buried in their psyche. They describe it as being chained by the shackles of Sophis and held in a prison of self-control. To release the animal within is the first step on the path of the Beast Unbound, and it is a step that once taken can never be reversed. Once the beast is out, it is out forever, and even if the Dragon struggles to chain and control it, he'll never again get it back into its cage.''
+
This ''Lifepath Skill'' adds the Dragon's ''Arete'' in ''Beast Unbound'' when calculating ''Technique'' for the following types of tasks:
 +
* Knowledge of how to survive in the wild.
 +
* Finding prey or other creatures through scent or through tracking techniques.  
 +
* Demonstrating resilience when dealing with environmental hazards, weather, disease, hunger or thirst
 +
<br><br>
 +
==Powers==
  
* '''Apex Predator'''
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This ''Lifepath'' does not have any special ''Powers'' associated with it.
The eyes of a Beast Unbound are forever changed, with a hungry glint present that shows that the dragon is a predator and a killer. Other Dragons will notice this, but recognise it as little more than stigmata of the dragon's Lifepath choices. However animals, humans and other lesser creatures will be severely discomfitted by it. The dragon can reroll any number of dice on Pneuma-checks made to intimidate such creatures. However, the dragon also automatically fails on any attempt to positively socialise with humans or animals: faced with the dragon they can think of nothing but survival, and will not even be able to conceive of socialising normally with the dragon.
+
<br><br>
 +
==Suspires==
  
* '''Harry the Prey'''
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===The Lore of Words===
A predator must be adept at the chase, and once he closes must not let his quarry escape. A Dragon with this skill is a master at keeping close on an enemy's tail, manoeuvring and striking at them to disrupt their ability to get away from him. In skirmish combat, the Dragon can spot any number of 5+ Soma dice to "harry" an enemy within close range. Each dice expended inflicts one point of ''harrying'' condition on the target. The target cannot make any manoeuvres while he has any points of ''harrying'' on him. The target may remove points of ''harrying'' by spotting 6+ Soma dice, on a 1-for-1 basis. At the start of the Beast Unbound's next turn, any remaining points of ''harrying'' are removed from the target.
 
  
 +
The Lore of Words concerns itself with understanding and perceiving the magic inherent in language. Magics of communication and of naming are within the reach of lesser magi and with increasing mastery the lore allows for subtle magics that influence the speech or thoughts of others. Wiht increasing mastery, the Lore becomes less subtle, taking words and infusing them with the celestial power of the draconic elder. These suspires use words like swords, cutting deep into the conscious mind.
  
==Wild Ways (Experience Rating: 2)==
+
* '''Arete 1-10: Perception and Protection'''
 +
The dragon can now use his suspires to tell truth from lies, to translate words spoken or written in any language, to spot the unintentional truths hidden behind spoken words, and to recognise spoken magics in all their forms. He can also now shield his mind and those of his colleagues to render them immune to the effects of the Lore of Words. He can use his spells to break existing magical influences on others.
  
''As time goes by, the unleashed animal within grows stronger, and the dragon invariably grows more atavistic.''
+
* '''Arete 11-20: Communication and Naming'''
 +
With a spell the dragon can send his words to a distant message recepient, with the message travelling as fast as the wind is blowing. The dragon cab also cast spells to name a creature within line of sight, immediately learning the calling name that the creature identifies himself with. Other magics might make your words heard above any background noises, or using mirrors or crystal globes to facilitate long distance conversations. He can also turn his spoken words into writing (by speaking over a prepared book or scroll), and he can make written words speak out loud.
  
* '''Marks of Territory'''
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* '''Arete 21-30: Subtle Influences'''
The dragon now instinctively knows how to mark his territory, for example by urinating on ground that he owns and by scratching marks on rocks and trees. He does not have to do this, but can mark any area he chooses. His pneuma leaves this marking with a mystical resonance, so anyone entering territory that he has marked is instantly aware that they are on marked ground, and receives a subconscious sense of threat warning them that they are crossing into the dragon's territory. Though the interlopers can still proceed on if they wish, many weak willed or instinctive creatures (such as animals and most humans) will consciously choose to leave the marked area.  
+
A dragon can now bind a target to speak only truth, though he cannot force a target to speak. He can make a target remember his words whether he wants to or not. He can make the words of another sound beguiling or discordant. He can make others feel a surge of emotion, though he can't force them to act on that emotion.
  
* '''Peregrine Dive'''
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* '''Arete 31-50: Strong Influences'''
This hunting technique seems easy enough, but actually requires a lot of finesse and self control. The predator flies high above his aerial quarry, and then dive towards the target accelerating with both gravity and controlled wingbeats to achieve considerable velocity. As he moves past his target he snatches at them, grappling them and digging in his rear talons, before breaking his descent with the air resistance of unfolding wings. Though this technique was initially developed to hunt aerial prey, it is also a battle manoeuvre of some utility. To use this technique, the dragon must start his turn at a higher altitude than his target, but otherwise be in the same location. He must then spot three 5+ Soma dice to pull off the manoeuvre. If he does so, then he automatically moves to zero range with the target and is considered to be grappling them. Also, the target immediately loses three points of physical defence.
+
A dragon can now force a target to silence, or force him to answer a question that is asked of him, while bound to truth. He can empower his words so they have the weight of magic behind them, dramatically increasing his powers of persuasion.
  
 +
* '''Arete 51+: Invasive Magics'''
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The dragon can now get straight into a target's mind with nothing but words. He can mind control, giving orders that cannot be refused. He can speaks mad words to inflict temporary insanity. He can shape someone's perceptions or memories by describing images to them. He can create written works that are so fascinating that the weak willed cannot do anything else till they are done reading.
  
==Instinctive Arts of Battle and Magic (Experience Rating: 4)==
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===The Lore of Binding===
  
''A more experienced Beast Unbound will find that with the growing power of his inner animal, he is gaining a strange insight into life and reality. Without any study or effort, he suddenly finds that he understands principles of spell-casting, and can fashion certain animalistic suspires almost intuitively.''
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The Lore of Binding is the sorcery of social contracts and traditions. This Lore is considered weak by some sorcerers, as so much of it depends on the agreement and consent of all effected by it spells. Ambassador-Courtiers know better: agreement and consent are nebulous things, easily manipulated by a wily courtier, and the spells themselves enforce civilised behaviour with arcane power. With increasing mastery, a Binder can manipulate the celestial laws, working on agreements made by the gods and primordial forces.
  
* '''Suspires: Lesser Lore of Survival'''
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* '''Arete 1-10: Perception and Protection'''
The Beast-Unbound may learn suspires from the ''Lesser Lore of Survival'', which concerns itself with the magic of keeping yourself alive! Knowledge of these spells must be acquired in-game.
+
The Dragon can now perceive Contract Marks wherever they may be, and can interpret them to reveal exactly what bindings are in place. The Dragon can also shield himself and allies to ensure that they are protected from being marked against their will, and can never be affected by Binding magics unless he agrees.  
  
* '''Battle Forms: Lesser Art of The Hungry Claw'''
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* '''Arete 11-20: Consensual Bindings / Minor Punishments'''
The Beast-Unbound may learn Battle Forms from the ''Lesser Art of The Hungry Claw'', an intuitive fighting form devoted to tooth-and-claw combat. Knowledge of these spells must be acquired in-game.
+
The Dragon can now work with consensual contracts of all sort - he can turn a spoken word into an arcane oath, or a promise into a binding geas. Common effects include oaths of brotherhood, oaths of enmity and claims of hospitality. Those who transgress against such bindings are punished by the magics with minor effects - for example, visible and permanent brandings as an oathbreaker, being prevented from flying for a year or suffering moderate injuries. With magic of this level the parties must vocally agree to the conditions of the binding in the dragon's presence. Critically though, they need not be sincere in their agreement, or aware that magical enforcement is going to be placed. A would be poisoner who offers hospitality to his guests can be bound, even if he offered it with the plan to later break his word.
  
 +
* '''Arete 21-30: Negation and Modification'''
 +
The Dragon can now undo or adjust pre-existing bindings, though this usually requires a contest of arcane strength against the magus who first placed them.
  
==Hardened Survivor (Experience Rating: 6)==
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* '''Arete 31-50: Forced Bindings  / Major Punishments'''
 +
The dragon can now force bindings on a target, for example forbidding them to enter a certain area, forcing them to obey a geas given to them or demanding hospitality where none is offered. Such effects generally require a contest of arcane power, however.
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The dragon can also append major punishments to any bindings he creates - for example, permanent blindness, severe injury, crippled flight or infertility. Needless to say, dragons do not force bindings on each other lightly... doing so is as harsh a crime as physical assault.
  
''For a beast, survival itself is the greatest of victories, and any dragon reaching this age finds that the rigours of pursuing this goal have themselves strengthened him.''
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* '''Arete 51+: Primordial Law  / Divine Punishments'''
 +
The dragon can now make judgments against those who have sinned against primordial law, and can hand out powerful and severe punishments. Crimes in the eyes of primordial law include kinslaying, the murder of hatchlings and sexual intercourse outside of Breed, as well as "lesser" crimes such as betrayal of hospitality and breaking sworn oaths. It is up the GM to deem what can be deemed a crime against Primordial Law, but it should be noted that it is not affected by te subjetcive judgment or morality of either the mage or the perpetrator. Against the lawbreakers, the mage can now inflict terrible punishments, including curses that are handed down through the generations, condemnation of the soul to hell, or infliction of madness or crippling disability.  
 +
<br><br>
  
* '''Survivor's Strength'''
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==Techniques==
The dragon's muscles are strengthened by the intense exercise regime that day to day survival casts upon him. He permanently gains +1 Soma. This gain also increases any derived secondary stats (such as physical resilience) as well. This gain also ignores any restrictions on a breed's dominant sphere.
 
  
* '''Survivor's Constitution'''
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===Esoteric Linguistic Mastery===
The dragon has been hardened by the rigours of animal life. He permanently gains a further +2 Physical Resilience.
 
  
 +
Every dragon speaks the draconic tongue of Essraghai, and even the mentally slowest dragon is likely to be a dab hand at mastering mortal languages with only a week or two of practice. This resource represents knowledge of the more unusual languages that a Dragon might come across - ones for which there are no readily available teachers, or which are too alien to master easily. For every 5 points of Lifepath Arete you have, gain fluency in one unusual language. Example languages might include Kraken-speak, Wyverntongue, Low Daemonic and any others that the story introduces.
  
==An Animal of Strength (Experience Rating: 8)==
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===Xenoculture Mastery===
 
 
''With time, sorcerous potency is enhanced, and greater intuition leads to greater power.''
 
 
 
* '''Suspires: Greater Lore of Survival'''
 
The Beast-Unbound may learn suspires from the ''Greater Lore of Survival'', which concerns itself with the magic of keeping yourself alive! Knowledge of these spells must be acquired in-game.
 
 
 
* '''Battle Forms: Greater Art of The Hungry Claw'''
 
The Beast-Unbound may learn Battle Forms from the ''Greater Art of The Hungry Claw'', an intuitive fighting form devoted to tooth-and-claw combat. Knowledge of these spells must be acquired in-game.
 
 
 
 
 
==The End of the Hunt (Experience Rating: 10)==
 
 
 
''Old age is a terrible thing for a predator - as sensescence closes claws grow duller and teeth break. There is little more pathetic than a grand beast unbound laid low by infirmity. The true Beast Unbound refuses to go out this way. At sunrise on a day of his choosing, he will declaring to the Sky that he is on his Last Hunt, infusing his hunting howl with his heart-pneuma. He names his quarry, and swears to kill it.''
 
 
 
* '''The Last Hunt'''
 
From the moment that the Dragon uses this power, he becomes a predator without peer. His pneuma burns strongly within him, energising him greatly. He gains +3 dice to his ''Pneuma'' and ''Soma'' spheres, and increases secondary attributes derived from these scores accordingly. Furthermore, vitality surges through him and he will regain ''1 Physical Resilience'' at the start of every turn while in combat. Finally, he instinctively knows where his quarry is, and will be driven with an all consuming desire to hunt and kill that target.
 
 
 
However, from the moment of his howl, the Dragon he only has a maximum of one year. If he reaches the end of that time without having killed his quarry, he will die in moments, with agony in body and soul. If he kills his quarry before that time, his energy will leave him over the next few minutes, and he will still die, but will feel a tremendous sense of peace and completion as he does so.
 
 
 
 
 
 
 
 
 
 
 
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=Lifepath Resources=
 
 
 
==Connections==
 
 
 
''Connections link the dragon to the rest of society. While Beasts Unbound place little stock in mortal society, even the most feral of dragons are gregarious creatures and inclined to social contact.''
 
 
 
* '''Dominance''' (1+ points)
 
This resource represents how highly regarded you are amongst feral draconic society. It is not a quality that can be described in words, but is one acquired through mastery of the beast within, through building reputation as a killer, and through killing powerful prey and competitors. Sometimes its purely a function of some inner purity of purpose. Like it or not, other dragons can instinctively sense your relative strength of Dominance. If "civilised", they will likely feel threatened and defensive when faced with higher dominance. If true ferals like you, then relative dominance will feel more natural, with dominance quickly determining pecking order in packs and with the weak deferring to the strong without fuss or conflict.
 
 
 
* '''Friend''' (1 point)
 
If you take this resource, you have a powerful friend. This friend can be anything up to an elder dragon in power level. This friend is your genuine ally, and will go out of his way to protect your best interests, even at cost to himself. This friend may mentor you, trade with you, exchange favours, etc. Of course, friendship is a two way street - if you use your friend over the centuries and offer nothing in return, or if you make it obvious you are manipulating them, then the friendship will likely die.
 
 
 
* '''Pack''' (3+ points)
 
If you take this resource, you are the member of a pack of dragons. By spending more points on this resource you can increase the extent and strength of your pack - 3 point is sufficient to be part of a 3 or 4 dragon pack, with each +2 points adding one more dragon to the pack.
 
 
 
* '''Protégé''' (5 points)
 
To take this resource, you need to have a minimum Experience Level of 5. You gain a Protégé whose age is equal to half your own current age. This will generally be a dragon of your own breed and lifepath. It is possible to have multiple protégés, though of course your legacy can only be passed to one.
 
 
 
 
 
 
 
==Possessions==
 
 
 
''Possessions are actual physical resources which the dragon has acquired. Possessions are easily acquired and easily lost, but are also convenient legacy resources for a dragon's descendants or proteges.''
 
 
 
* '''Hunting Territory''' (1+ points)
 
The dragon has gained dominance over a territory of sky and land. For Beasts Unbound, territory is something held by force of personality and strength in battle - legal deeds of ownership are irrelevant to them. Within this territory, you rule. Putting more points into this increases territory size, with each point adding about 10 miles to the radius of the territory.
 
 
 
 
 
==The Lesser Lore of Survival==
 
 
 
''All Dragons are magical creatures, and even one that rejects learning and books will develop sorcerous powers in time. The Lesser Lore of Survival is formed from intuitive and instinctual magic, and focuses for the most part on simple magics that make the dragon more able to thrive in the wild. Powerful and flashy effects are beyond this Lore - it is merely a tool to assist survival. Though a Scholar-Sage might be able to learn these spells from books, scrolls and study, a Beast Unbound has no need - his very lifestyle unlocks the lore for him and secrets appear to him in the patterns of the hunt and the life of the animal.''
 
 
 
* '''Scent of Prey''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 
The dragon inhales deeply, and concentrates on the mental image of a species of prey animal. His senses extend mystically, and he becomes aware of the presence and location of any and all prey animals of this species within the spell's radius. The spell's radius is 50 miles per dice expended. For the purposes of the spell, a prey animal is any animal that the dragon has previously eaten the flesh of while hungry.
 
 
 
* '''Lair of Warm Breath''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 
When the dragon casts this spell he must be lying on the ground. He inhales slowly, in and out, and his breath folds back over himself, creating a pocket of warm air. For one hour per dice expended he is shielded from harm from natural weather of all sorts. No matter how hostile the conditions, he will be able to rest as peacefully as if he were at home in the warmth of his lair. If he moves from where he is lying, the spell's effect ends.
 
 
 
* '''Friend or Foe''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 
The dragon sniffs the air and looks straight at a single creature within reach. He immediately gains an analysis of whether the creature is "hostile", "wary" or "not hostile". The spell gives no further information than this, and does not differentiate between intention to harm and intense dislike - it merely measures the degree of aggression the target feels towards the caster.
 
 
 
* '''Scavenger's Shame''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 
Dragons are not carrion eaters by nature, but sometimes they need to be to survive. The dragon casting this spell sniffs at bad meat, then as he bites into it spits and exhales purifying pneuma into it. Casting this spell allows the dragon to digest a meal's worth of meat, and not suffer any ill effects from rot, decay, infection or poison in that meat, no matter how rancid it has become. This does not make the meal any more palatable, of course.
 
 
 
==The Greater Lore of Survival==
 
 
 
''The Greater Lore of Survival is born of increasing awareness of the natural arcane talents of the animal within. The emphasis shifts from survival onto the higher aspects of animal life - procreation, dominance and killer instinct.''
 
 
 
* '''Surge of Attraction''' (3 points) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 
The dragon exhales into the face of a dragon of the opposite gender, and that dragon is instantly struck with feelings of lust for the caster. Any social conflict aiming towards seduction will now be much easier for the Beast Unbound, giving a free reroll on any Pneuma dice pools for that social conflict. However the spell's side effect is that it somewhat ties the Beast Unbound himself into one-track-mind behaviour - he cannot direct his efforts in the social conflict towards anything other than seduction, and if he wins, will not be able to resist consummating the act. There is a bonus though - the intercourse that ensues is exceptionally passionate, and charged with the energy of fertility. The Dragon gains +6 dice to any fertility checks.
 
 
 
* '''Alpha Status''' (3 points) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 
The dragon can reinforce his dominance with his Pneuma. When he casts this spell he roars, and shouts his power to all present. Any present who have a lower ''Dominance'' score than him (see the Dominance resource below) immediately takes one point of Mental Resilience damage per point of difference in Dominance.
 
 
 
* '''Ender's Mark''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 
The dragon stares at a single target with unashamed malice, and growls, alerting the target with no doubt that he intends his death. The target is invisibly marked with the Ender's Mark. For the duration of the spell whenever the Beast Unbound successfully strikes the target with a Tooth and Claw attack, he will deal an additional +1  Physical Resilience damage per dice expended. However, such is his focus and hatred that the Beast Unbound cannot take any actions in the Expend step other than to make Tooth and Claw attack, and only against that target. The effect lasts until either the target is dead, the beast unbound is incapacitated, or the target escapes the conflict.
 
 
 
* '''Hibernation''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 
The dragon must be lying on the ground to use this power. When he casts this spell he drifts into a state of deep sleep, which he will wake from if injured or physically moved, or after a period of time predetermined when he cast the spell. During his hibernation his body temperature drops to that of his surroundings, and he will breath only slowly and shallowly, with and he will have a greatly reduced heartbeat. Because of his slowed metabolism he needs no food or water while hibernating, and he is immune to weather conditions as if under the effect of the ''Lair of Warm Breath'' spell. He still ages as normal in this state, however, and thanks to strange draconic dreams will stil gain Experience Rating as if awake. The dragon cannot hibernate for more than 100 years at a time, and after hibernating he must stay awake for at least as long as his hibernation before he can castthe spell again.
 
 
 
 
 
==Battle Forms: Lesser Art of The Hungry Claw==
 
 
 
''Seasoned Warmasters will often mock this so called "art" as nothing more than undisciplined feral anger, but only if they are sure that a Beast Unbound is not within earshot to take offence. The Beasts Unbound develop this fighting form as an extension of the natural mode of draconic fighting: with tooth, claw and bloody rage. As a result a Beast Unbound is undeniably the master of weaponless combat.''
 
 
 
'''Art of the Hungry Claw battle forms can only be used if the dragon is weaponless and unarmoured.'''
 
 
 
* '''Jaws of the Wolf''' (1 point)
 
Hunting and feeding on raw meat has strengthened the dragon's bite. In this ''battle form'' the dragon can male a "jaws of the wolf" attack against enemies at close quarters and who are at the same altitude. Making this attack is a standard action. Making a "Jaws of the Wolf" attack requires a dragon to expend a "1" on a Soma dice. For each dice expended in this way, deal 1 point of damage to the target's physical resilience.
 
 
 
* '''Bleeding Wound''' (1 point)
 
The dragon can make aggressive attacks that focus on tearing open arteries and the like. In this ''battle form'', for every 3 points of physical resilience damage you do with tooth and claw attacks in a single round, inflict 1 level of ''Bleeding'' condition to the target. The target then takes 1 point of physical resilience damage at the start of his turn for each point of ''Bleeding'' condition he has received. This is cumulative, and continues every round. If the target is healed of physical resilience damage at any stage, he also removes an equal number of points of ''Bleeding'' condition. Also, the target can expend a 5+ soma dice as a standard action to remove 1 point of ''Bleeding'' condition from himself.
 
 
 
* '''Crippling Wounds''' (1 point)
 
The dragon can make aggressive attacks that focus on breaking tendons, tearing wings and otherwise inflicting reduced mobility. In this ''battle form'', for every 3 points of physical resilience damage you do with tooth and claw attacks in a single round, inflict 1 level of ''Crippling'' condition to the target. On his turn, the target can only make ''manoeuvres'' of any sort if he first spots a number of 5+ dice equal to the number of ''Crippling'' condition points he has. This is cumulative, and continues every round. If the target is healed of physical resilience damage at any stage, he also removes an equal number of points of ''Crippling'' condition. Also, the target can expend a 5+ soma dice as a standard action to remove 1 point of ''Crippling'' condition from himself.
 
 
 
* '''Painful Wound''' (1 point)
 
The dragon can make aggressive attacks that focus on tearing skin and creating painful ragged wounds. In this ''battle form'', for every 3 points of physical resilience damage you do with tooth and claw attacks in a single round, inflict 1 level of ''Pain'' condition to the target. On his turn, the target then takes a -1 dice penalty to all dice pools for each point of ''Pain'' condition he has received. This is cumulative, and continues every round. If the target is healed of physical resilience damage at any stage, he also removes an equal number of points of ''Pain'' condition. Also, the target can expend a 5+ soma dice as a standard action to remove 1 point of ''Pain'' condition from himself.
 
 
 
==Battle Forms: The Greater Art of The Hungry Claw==
 
 
 
''Mastering the Hungry Claw is simple - you just fight, hunt and kill for four or five centuries. The greater battle forms make the Dragon a true force of nature, much more deadly than even his fearsome appearance suggests.''
 
 
 
'''Art of the Hungry Claw battle forms can only be used if the dragon is weaponless and unarmoured.'''
 
 
 
* '''Dolorous Wounds''' (3 points)
 
The Dragon is now a hunter without peer, able to cripple his prey in moments with a series of well placed strikes. In this ''battle form'', for every 3 points of physical resilience damage you do with tooth and claw attacks in a single round, inflict 1 level of ''Bleeding'' condition, 1 level of ''Crippling'' condition and 1 level of ''Pain'' condition to the target. See the Lesser Arts above for details on the effects of these, and how they can be removed.
 
 
 
* '''Paralysing Wounds''' (3 points)
 
The Dragon can make severing nerve strikes on his target, rendering an enemy unable to move. In this ''battle form'', for every 3 points of physical resilience damage you do with tooth and claw attacks in a single round, inflict 1 level of ''Paralysis'' condition to the target. On his turn, the target then takes a -1 dice penalty to all dice pools for each point of ''Paralysis'' condition he has received. This is cumulative, and continues every round. The ''Paralysis'' condition points cannot be healed, except by powerful magical healing.
 
 
 
* '''Murderous Force''' (3 points)
 
The dragon is incredibly powerful, able to concentrate killing force into his clawstrikes and bites. In this ''battle form'' the dragon deals x2 damage on any ''tooth and claw'' attacks.
 
  
 +
Every dragon is presumed to know his ''own'' culture like a native - it comes with being a native! For example, a Solar Dragon would know about Alliance life, the traditions of the Coastal regions, the history of the Solar Accord, of Coastal slang and colloquialisms and of Solar behavioural mannerisms. On the other hand, a Velvet Dragon wouldn't know about those things at all!
 +
If you have this Edge, for every 5 points of Lifepath Arete you have, gain knowledge of one culture, gaining the same degree of intimacy with it as a native would.
  
 +
Note that having this Edge isn't a prerequisite for becoming familiar with another culture - the GM could rule that if you spend enough time immersed in another culture you'll become pretty much native to it. Rather, having this edge lets you automatically keep expanding your cultural nous, as well as retaining and updating your knowledge of already familiar cultures as time passes.
 +
<br><br>
 
[[Category:Age_of_Dragons|Beast]]
 
[[Category:Age_of_Dragons|Beast]]

Revision as of 10:13, 6 May 2009

Age Of Dragons: Main Page -> Age Of Dragons: Lifepaths -> Beast Unbound

Overview

The Old Ways Survive

The pack wheeled overhead as the herd of aurochs mournfully bellowed their alarm and fear. Claws-Unsheathed roared for his kin to dive, and the Hunter Dragons fell like thunderbolts amongst the beasts. Firebreath deployed to keep the herd panicked and packed tightly, while claws and teeth opened arteries and jugular veins with a placed precision at odds with the apparent fury of the assault.

One auroch dropped, then another, then another. One of the Hunter Dragons foolishly overextended himself, and caught a bull-horn in the ribs for his carelessness. A blast of flame from Claws-Unsheathed drove the angry auroch back, affording the stripling drake time to extricate himself. The rest of the dragons continued their careful hit and run strikes, harrying the aurochs and dropping two more of them before their alpha roared for them to withdraw.

They circled back into the sky, and let the rest of the herd stampede away to safety. Enough aurochs had been killed to feed the pack for a week, and it did not pay in the long run to kill more than they needed to. Already several of the hungry drakes and dragonesses were showing their anticipation of the feast with exuberant puffs of flame, as well as fighting out for a place in the feeding order by pecking and nipping at each other's wingtips.

Any casual observer would have thought that these dragons had devolved into dumb animals, and abandoned their intellect and intelligence. Claws-Unsheathed knew better. He knew that these were brilliant minds and vibrant souls who had simply chosen to live as beasts, and who were revelling in the vitality and joy of the experience. These were dragons who could have had their meals brought to them spiced and prepared by a legion of mortal servants, and who could be sleeping in jewelled palaces if they wanted to. But they chose this life - to hunt and kill for their own food, to sleep in natural lairs open to the sky, because this was the way that dragons were always meant to be.

Civilisation shackled instinct and dulled the soul. These were Beasts Unbound.


The Beast Unbound Lifepath

The Beast Unbound is a lifepath rejected as primitive by many Breeds, yet seen as sacred by others. To be a Beast Unbound is to set aside the trappings of civilisation (be they material, intellectual or moral) and to exist on a simpler, purer level.

That is not to say that all Dragons on this path remain in it forever. Some will visit the Lifepath only for as long as it takes them to "connect to the Beast within", and will return to civilised lifepaths afterwards. Likewise, some come to it late in life, when they have tired of civilised society. Regardless, once the beast within has been unbound, it can never truly be caged again.

Edges

Skills

Tooth and Claw

This Lifepath Skill adds the Dragon's Arete in Beast Unbound when calculating Technique for the following types of tasks:

  • Attacking in combat with natural weaponry (that is tooth and claw, but not weapons or magic).
  • Defending in combat with natural weaponry, or with natural agility or toughness.

This should be considered a core skill for Beasts Unbound as a Beast that cannot fight will be a liability on the hunt, and likely relegated to being the runt of the pack.

Dominance and Instinct

This Lifepath Skill adds the Dragon's Arete in Beast Unbound when calculating Technique for the following types of tasks:

  • Establishing dominance in the pack. Recognising the Alpha in your own and other packs.
  • Intimidation, either through physical means or through growls and raw animal power.
  • Cowing prey animals, or scaring off other predators.
  • Laying strong scent to mark your territory. Recognising the territorial markings of others.
  • Tests of animal instinct.

Wilderness Survival

This Lifepath Skill adds the Dragon's Arete in Beast Unbound when calculating Technique for the following types of tasks:

  • Knowledge of how to survive in the wild.
  • Finding prey or other creatures through scent or through tracking techniques.
  • Demonstrating resilience when dealing with environmental hazards, weather, disease, hunger or thirst



Powers

This Lifepath does not have any special Powers associated with it.

Suspires

The Lore of Words

The Lore of Words concerns itself with understanding and perceiving the magic inherent in language. Magics of communication and of naming are within the reach of lesser magi and with increasing mastery the lore allows for subtle magics that influence the speech or thoughts of others. Wiht increasing mastery, the Lore becomes less subtle, taking words and infusing them with the celestial power of the draconic elder. These suspires use words like swords, cutting deep into the conscious mind.

  • Arete 1-10: Perception and Protection

The dragon can now use his suspires to tell truth from lies, to translate words spoken or written in any language, to spot the unintentional truths hidden behind spoken words, and to recognise spoken magics in all their forms. He can also now shield his mind and those of his colleagues to render them immune to the effects of the Lore of Words. He can use his spells to break existing magical influences on others.

  • Arete 11-20: Communication and Naming

With a spell the dragon can send his words to a distant message recepient, with the message travelling as fast as the wind is blowing. The dragon cab also cast spells to name a creature within line of sight, immediately learning the calling name that the creature identifies himself with. Other magics might make your words heard above any background noises, or using mirrors or crystal globes to facilitate long distance conversations. He can also turn his spoken words into writing (by speaking over a prepared book or scroll), and he can make written words speak out loud.

  • Arete 21-30: Subtle Influences

A dragon can now bind a target to speak only truth, though he cannot force a target to speak. He can make a target remember his words whether he wants to or not. He can make the words of another sound beguiling or discordant. He can make others feel a surge of emotion, though he can't force them to act on that emotion.

  • Arete 31-50: Strong Influences

A dragon can now force a target to silence, or force him to answer a question that is asked of him, while bound to truth. He can empower his words so they have the weight of magic behind them, dramatically increasing his powers of persuasion.

  • Arete 51+: Invasive Magics

The dragon can now get straight into a target's mind with nothing but words. He can mind control, giving orders that cannot be refused. He can speaks mad words to inflict temporary insanity. He can shape someone's perceptions or memories by describing images to them. He can create written works that are so fascinating that the weak willed cannot do anything else till they are done reading.

The Lore of Binding

The Lore of Binding is the sorcery of social contracts and traditions. This Lore is considered weak by some sorcerers, as so much of it depends on the agreement and consent of all effected by it spells. Ambassador-Courtiers know better: agreement and consent are nebulous things, easily manipulated by a wily courtier, and the spells themselves enforce civilised behaviour with arcane power. With increasing mastery, a Binder can manipulate the celestial laws, working on agreements made by the gods and primordial forces.

  • Arete 1-10: Perception and Protection

The Dragon can now perceive Contract Marks wherever they may be, and can interpret them to reveal exactly what bindings are in place. The Dragon can also shield himself and allies to ensure that they are protected from being marked against their will, and can never be affected by Binding magics unless he agrees.

  • Arete 11-20: Consensual Bindings / Minor Punishments

The Dragon can now work with consensual contracts of all sort - he can turn a spoken word into an arcane oath, or a promise into a binding geas. Common effects include oaths of brotherhood, oaths of enmity and claims of hospitality. Those who transgress against such bindings are punished by the magics with minor effects - for example, visible and permanent brandings as an oathbreaker, being prevented from flying for a year or suffering moderate injuries. With magic of this level the parties must vocally agree to the conditions of the binding in the dragon's presence. Critically though, they need not be sincere in their agreement, or aware that magical enforcement is going to be placed. A would be poisoner who offers hospitality to his guests can be bound, even if he offered it with the plan to later break his word.

  • Arete 21-30: Negation and Modification

The Dragon can now undo or adjust pre-existing bindings, though this usually requires a contest of arcane strength against the magus who first placed them.

  • Arete 31-50: Forced Bindings / Major Punishments

The dragon can now force bindings on a target, for example forbidding them to enter a certain area, forcing them to obey a geas given to them or demanding hospitality where none is offered. Such effects generally require a contest of arcane power, however. The dragon can also append major punishments to any bindings he creates - for example, permanent blindness, severe injury, crippled flight or infertility. Needless to say, dragons do not force bindings on each other lightly... doing so is as harsh a crime as physical assault.

  • Arete 51+: Primordial Law / Divine Punishments

The dragon can now make judgments against those who have sinned against primordial law, and can hand out powerful and severe punishments. Crimes in the eyes of primordial law include kinslaying, the murder of hatchlings and sexual intercourse outside of Breed, as well as "lesser" crimes such as betrayal of hospitality and breaking sworn oaths. It is up the GM to deem what can be deemed a crime against Primordial Law, but it should be noted that it is not affected by te subjetcive judgment or morality of either the mage or the perpetrator. Against the lawbreakers, the mage can now inflict terrible punishments, including curses that are handed down through the generations, condemnation of the soul to hell, or infliction of madness or crippling disability.

Techniques

Esoteric Linguistic Mastery

Every dragon speaks the draconic tongue of Essraghai, and even the mentally slowest dragon is likely to be a dab hand at mastering mortal languages with only a week or two of practice. This resource represents knowledge of the more unusual languages that a Dragon might come across - ones for which there are no readily available teachers, or which are too alien to master easily. For every 5 points of Lifepath Arete you have, gain fluency in one unusual language. Example languages might include Kraken-speak, Wyverntongue, Low Daemonic and any others that the story introduces.

Xenoculture Mastery

Every dragon is presumed to know his own culture like a native - it comes with being a native! For example, a Solar Dragon would know about Alliance life, the traditions of the Coastal regions, the history of the Solar Accord, of Coastal slang and colloquialisms and of Solar behavioural mannerisms. On the other hand, a Velvet Dragon wouldn't know about those things at all! If you have this Edge, for every 5 points of Lifepath Arete you have, gain knowledge of one culture, gaining the same degree of intimacy with it as a native would.

Note that having this Edge isn't a prerequisite for becoming familiar with another culture - the GM could rule that if you spend enough time immersed in another culture you'll become pretty much native to it. Rather, having this edge lets you automatically keep expanding your cultural nous, as well as retaining and updating your knowledge of already familiar cultures as time passes.