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[[Age Of Dragons: Main Page]] -> [[Age Of Dragons: Lifepaths]] -> [[Age of Dragons: Beast Unbound|Beast Unbound]]
 
[[Age Of Dragons: Main Page]] -> [[Age Of Dragons: Lifepaths]] -> [[Age of Dragons: Beast Unbound|Beast Unbound]]
 
THIS PAGE MID-EDIT!
 
  
 
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=Overview=
 
===Words cut deeper than claws===
 
 
''It had been an interesting month for the Solar Ambassador-Courtier called '''Voice-of-Reason.''' He'd convinced a belligerent Argent Dragon to lend his armies to defend the borders of a neighbouring Pure Dragon, and convinced that same self-righteous Pure Dragon to accept that help. In doing so, he'd had to convince both that they were doing him a personal favour, which he in turn would repay by persuading a visiting Ashen Dragon scholar to share the scrolls of lore that he had researched. Of course, this meant giving the Ashen Dragon what he wanted, which was help in getting a pack of Hunter Dragons to lay off harrying his cities. This would be achieved, of course, when the Hunters saw a mass of Argent War Dragons setting up a wayfort on the edge of their sky tribe's territory. Of course, once the Ascendancy threat was dealt with, the Solar could earn a favour off the Hunters by "arranging" for the Argents to go home.''
 
 
''Everyone would benefit, and the only reward for '''Voice-of-Reason''' would be the general goodwill of all parties, and the satisfaction of coordinating the war against the Ascendancy. That, of course, and the small measure of wealth that the Solar could earn by having his merchants supply the moving Argent army, the sale of the fort building materials he'd been assidiously stockpiling and the opportunity to converse formally with the Ashen Dragon, and plant some seeds of ideas there to be used and abused in a decade or two once they had time to germinate.''
 
 
''Most importantly, the Argent response would lead to the assured, painful and violent death of '''Hungry-for-Battle''', the Ascendancy general in charge of the assault. That Blood Dragon had duelled with '''Voice of Reason''' no less than one hundred and fifty years ago, and left a nasty claw-scar on the Solar's left cheek. It had taken a lot of work to see the Blood Dragon moved up the list of generals to lead this raid, to assure that the Ascendancy force would be inadequate for the job, to make sure that the Argent had a pathological hatred of Blood Dragons and to position the surrounding factions so that the Ascendancy would be cut off from retreat after this attack. It had been a lot of work, but it had been worth every iota of effort.''
 
 
''Negotiation, persuasion and the art of manipulation - these were the tools and weapons of this Ambassador-Courtier, and as '''Hungry-Claw''' would soon discover, words could cut far deeper than claws.''
 
<br><br>
 
 
===The Ambassador-Courtier Lifepath===
 
 
Dragons are socially adept creatures, with even the most brutish of dragons able to play games of intrigue and manipulation at a level far beyond those of mortals.
 
 
Whereas a human might be pleased to persuade an adversary to adopt a certain course of action for the next year, or to socially outmanoeuvre someone in court, Dragons play out their social conflicts on far greater levels. With words in the right places, a dragon can cause kingdoms to topple or enemies to be ostracised from society. They can smear the most loved hero as a traitor, or bring the most unlikely allies into the fold. Likewise, a Dragon will happily work over much larger timescales to achieve his goals, recognising that a major victory that takes one hundred and fifty years is likely worth a lot more than one hundred and fifty trivial victories that take a year each.
 
 
----
 
 
=Lifepath Powers=
 
===The Connected Web of Breath===
 
*'''Experience level required:''' 50
 
*'''Activation Cost:''' ''1 Arcane Energy''
 
*'''Keywords:''' ''Suspire;''
 
The dragon can instantly analyse a social mileu, establishing who has social contact within that environs and how strong the contact is. For the purposes of this power social contact is any spoken conversation, and the strength of the contact is how often each pair of individuals has spoken. The dragon can detect the presence of connections with 100% accuracy, and detect strength of connections to one of the following: ''(more than once a day, more than once a week, more than once a month, more than once a year, less than once a year, never).''
 
 
===Wind Whisper===
 
*'''Experience level required:''' 60
 
*'''Activation Cost:''' ''1 Arcane Energy''
 
*'''Keywords:''' ''Suspire;''
 
To cast this spell, the dragon must know the target's birth-name and be outdoors in a strong wind. The target must be somewhere within one thousand miles, and there must be a continuous path through the air to the target (though through the crachs of closed doors and the like is sufficient).
 
The dragon simply speaks a single sentence, and then the Dragon's words are carried to the ears of the target, travelling as fast as the wind is currently blowing.
 
 
===Tradewind Rider===
 
*'''Experience level required:''' 70
 
*'''Activation Cost:''' Nil.
 
*'''Keywords:''' ''Feat;''
 
The dragon has spent time learning of wind patterns across the Realm, through a mix of personal experience and hard research. The travel time for any skyborne journey of five hundred miles or more that he makes is reduced by 20%. The dragon can pass this bonus onto any others who travel with you, as they can follow his navigation lead. In some circumstances (such as especially unfamiliar locales, or dangerous journeys), the GM may disallow this ability.
 
 
===Xenoculture Absorption===
 
*'''Experience level required:''' 80
 
*'''Activation Cost:''' Nil.
 
*'''Keywords:''' ''Discipline;''
 
The dragon is adept at absorbing the mannerisms, customs and cultures of strange lands and peoples. So long as he has spent at least three hours within or observing an unfamiliar culture, he automatically avoids any social faux-pas typical of foreigners. While he might be rude or appear uncultured, this will only be the case when he intends it.
 
 
===Phrase of Fascination===
 
*'''Experience level required:''' 90
 
*'''Activation Cost:''' ''1 Arcane Energy''
 
*'''Keywords:''' ''Suspire;''
 
The dragon can subtly weight a single phrase within your arguments, so others will remember it above all others. This phrase has no inherent power in itself, and is not a command as such, but rather a sticky meme that listeners cannot shake and will persistently come to mind for them in years to come. For example, the dragon could weight the phrase ''"we are all brothers, after all"'', and for years afterwards the listener will consider these words, perhaps slightly inclining him towards negotiation rather than war, or perhaps making him more vengeful when a comrade is wronged. This is a subtle, subconscious and magical effect.
 
 
===Impassioned Aggression===
 
*'''Experience level required:''' 100
 
*'''Activation Cost:''' ''1 Mental Energy''
 
*'''Keywords:''' ''Discipline;''
 
The dragon can activate ''Impassioned Aggression'' at the start of your Battle Phase in social combat. Until the start of his next roynd, he gain +1 dice on attack rolls relating to social attacks, but -3 to Mental Defence.
 
 
===Guarded Words===
 
*'''Experience level required:''' 125
 
*'''Activation Cost:''' ''1 Mental Energy''
 
*'''Keywords:''' ''Discipline;''
 
The dragon can activate ''Guarded Words'' at the start of his Battle Phase in social combat. Until the start of his next round, he gains -1 dice on attack rolls relating to social attacks, but +3 to Mental Defence.
 
 
===Idea-Seeding Technique===
 
*'''Experience level required:''' 150
 
*'''Activation Cost:''' ''2 Mental Energy''
 
*'''Keywords:''' ''Discipline;''
 
On a successful persuasion attempt the Ambassador-Courtier can seed an idea into a target's subconscious rather than directly persuading them. This idea will take time to develop, and when it arrives will be considered by the target to be his own idea. A passing thought or consideration takes a few days to appear, a motivated plan takes a decade or so to manifest, and a deeply held belief or agenda takes a century to germinate. This is not a magical effect, but rather achieved through careful neurolinguistic programming, so is limited to the sort of things you could normally achieve through persuasion.
 
 
===Charisma===
 
*'''Experience level required:''' 175
 
*'''Activation Cost:''' ''2 Mental Energy (per +1 dice)''
 
*'''Keywords:''' ''Discipline;''
 
When activated gain +1 dice to a single social tests relating to a face to face social interactions (such as conversation, direct intimidation, lying to someone's face, oratory or seduction). Essentially, any task involving face-to-face social influence can be enhanced by this power. This power can be used multiple times on a single roll. This power can only be used before the dice are rolled.
 
 
===Oath of Brotherhood===
 
*'''Experience level required:''' 200
 
*'''Activation Cost:''' ''1 Arcane Energy''
 
*'''Keywords:''' ''Suspire;''
 
To cast this spell, the Dragon must breath into the mouth of another Dragon, then inhale their breath afterwards. Both must then speak the words "I swear you are as my kin." After this spell is cast, the Ambassador-Courtier cannot offer violence to his sworn brother, or vice versa. Any physical violence of any sort immediately curses the offending party, marking him with glowing runes of treachery, that burn into his flesh permanently scarring him and dealing ''4D6 physical damage'' to him, but immediately ending the spell's effect (thus freeing the other to engage in violence as they will). The spell is ineffective on anyone who has slain an immediate member of their own family (i.e. brother, sister, child or parent), and simply will not work in those circumstances. Similarly, if a dragon bound by the Oath of Brotherhood kills an immediate member of his own family, the Oath's effects end, and an instant pang of emotional pain is felt by both of the Oathbound.
 
 
===Claim of Hospitality===
 
*'''Experience level required:''' 250
 
*'''Activation Cost:''' ''1 Arcane Energy''
 
*'''Keywords:''' ''Suspire;''
 
To cast this spell, the Dragon must be invited into the home, lair or domain of another Dragon, and freely offered something to eat. The Ambassador-Courtier then speaks the words "I accept hospitality." After this spell is cast, the Ambassador-Courtier cannot offer violence to his host, or vice versa. Similarly, those who are under the host's command, or in the Ambassador's retinue cannot harm each other, or be harmed by each other. Any physical violence of any sort immediately curses the offending party, marking him with glowing runes of treachery, that burn into his flesh permanently scarring him and dealing ''4D6 physical damage'' to him, but immediately ending the spell's effect (thus freeing the mystic binding of others, allowing them to engage in violence as they will).
 
 
===Sanctum===
 
*'''Experience level required:''' 300
 
*'''Activation Cost:''' ''1 Arcane Energy''
 
*'''Keywords:''' ''Suspire;''
 
To cast this spell, the Dragon must select a Sanctum object that is inscribed with mystic runes (this could be a skull, a gem, a rock, or whatever). The Dragon then breathes on it, whispering the words ''"I swear that I submit to the Sanctum, and I will draw no blood."'' Any other Dragons in the vicinity can then do the same, and the Sanctum object will glow slightly with each utterance. For twenty four hours afterwards, none of the Dragons who participated in the ritual may draw blood from any of the other Dragons who were part of the ritual, so long as they are within a ten mile radius of the Sanctum object. Destroying the Sanctum object negates the effect, so Ambassador-Courtiers who wish their Sanctum to have any meaning pick suitably resilience objects. Any Dragon bound by the ritual who does draw blood is immediately dealt ''4D6 physical damage'' by the magics of the ritual, and the effect of the Sanctum spell is immediately ended.
 
 
===Beast Speech===
 
*'''Experience level required:''' 350
 
*'''Activation Cost:''' ''2 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Vitamancy;''
 
*Vitamancy spells cannot be cast by Death-aligned Dragons.
 
When this spell is cast, the spellcaster gains the ability to communicate verbally with all animals, and is able to understand any reply, though of course the animal's own level if intellect will limit the levels of conversation. Any creature that already has a spoken language of any sort (such as humans, dragons, etc.) cannot be targeted by this power.
 
 
===Crown of Domination===
 
*'''Experience level required:''' 350
 
*'''Activation Cost:''' ''2 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Hierarchomancy;''
 
*Hierarchomancy spells cannot be cast by Chaos-aligned Dragons.
 
This spell can be used up to ''Long Range'' and requires a ''Pneuma'' attack against the target's ''Mental Defence''. Casting ''Crown of Domination'' requires a ''Battle Action.''
 
The spellcaster speaks a single single word command, which (if the spell is successful) the target must immediately obey to the best of his ability. The command cannot be directly self-harming or self-destructive, but can be indirectly so. For example, you could not command "Jump" to a man standing at a clifftop, but you could command "Scream" to someone who is trying to hide, or "Stop" to someone who is trying to flee from you. The duration of the command is never greater than a single combat round. This spell can be used at any range as long as the target can hear your words.
 
 
===Echo of Silence===
 
*'''Experience level required:''' 350
 
*'''Activation Cost:''' ''4 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Necromancy;''
 
*Necromancy spells cannot be cast by Life-aligned Dragons.
 
Casting this spell is a ''Battle Action'', and requires a ''Pneuma check'' at TN equal to the highest ''Arcane Defence'' within the encounter.
 
The spellcaster whispers an incantation of ending. If the spell is cast successfully, all conversation in the area ends, and any ''social conflict'' that the Dragon is present in immediately terminates. The silence only last five or six seconds, but there is a definite full stop to any social interaction up to that point, and few will be inclined to start new conversations in the same environment.
 
 
===Word of Dissonance===
 
*'''Experience level required:''' 350
 
*'''Activation Cost:''' ''4 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Autarchomancy;''
 
*Autarchomancy spells cannot be cast by Life-aligned Dragons.
 
Casting this spell is a ''Battle Action'', and requires a ''Pneuma check'' at TN equal to the ''Mental Defence'' of the target. The spell can be used up to long range.
 
The spellcaster speaks a word of chaos, which has no meaning but which strikes into a single target's psyche disrupting his thoughts. If the spell is cast successfully, the target is rendered unable to speak coherently or understand any language (whether spoken or written) for the next twenty four hours. This spell can be used at any range as long as the target can hear your voice. This renders the target unable to participate in social combat, but also mostly immune to its effects. Note that using this spell on someone is generally considered to be a declaration of aggression in itself, so the autarchomancer should perhaps not be surprised if he is the subject of violence from the incoherent one.
 
 
===Iron Will===
 
*'''Experience level required:''' 400 years
 
*'''Activation Cost:''' ''None: always on.''
 
*'''Keywords:''' ''Discipline;''
 
Centuries of argument and counter-argument have given the Ambassador-Courtier exceptional will. The dragon permanently adds +3 to his Mental Defence.
 
 
===Puppetmaster===
 
*'''Experience level required:''' 450
 
*'''Activation Cost:''' ''2 Mental Energy (per +1 dice)''
 
*'''Keywords:''' ''Discipline;''
 
When activated the dragon gains +1 dice to a single social tests relating to indirect communication or societal manipulation (such as letter writing, working through proxies, propaganda campaigning and the like). This power can be used multiple times on a single roll. This power can only be used before the dice are rolled.
 
 
===Exceptional Draconic Focus===
 
*'''Experience level required:''' 500 years
 
*'''Activation Cost:''' ''1 Mental Energy (per rerolled dice)''
 
*'''Keywords:''' ''Discipline;''
 
Half a millennium of paying close attention to the nuances of social interaction and environment have granted exceptional awareness and mental focus to the dragon. This mental acuity has applications beyond the usual diplomat's role - without any doubt, the experienced ambassador-courtier's sharp mind helps hime with every and any task he undertakes.
 
 
At any time the dragon can use ''Exceptional Draconic Focus'' to reroll one dice on any dice roll the dragon has just made. ''Exceptional Draconic Focus'' can be used multiple times during a round, so long as the cost is paid.
 
 
===Elder's Mandate of Attention===
 
*'''Experience level required:''' 600
 
*'''Activation Cost:''' ''1 Arcane Energy''
 
*'''Keywords:''' ''Suspire;''
 
When this power is used, the dragon capture and command the notice of others as such that they cannot help but give him their attention, and that they cannot speak to interrupt.
 
 
In social conflict, the dragon can use this power at the start of any younger combatant's round, If he do so, they are struck silent momentarily and cannot make any social attacks this round, or vocalise in any way.
 
 
===Soma Exertion===
 
*'''Experience level required:''' 700
 
*'''Activation Cost:''' ''1 Physical Energy''
 
*'''Keywords:''' ''Feat;''
 
The dragon leeches upon his Soma with his Sophis, sacrificing physical energy for mental.
 
This power can be used once per round - when used, the dragon gains ''1 mental energy''. This cannot cause mental energy to exceed its usual maximum.
 
 
===Sophis Fortification===
 
*'''Experience level required:''' 800
 
*'''Activation Cost:''' ''None: always on''
 
*'''Keywords:''' ''Discipline;''
 
The dragon has strengthened and fortified his mind over time, so that he is more resistant to change.
 
The dragon permanently increases his ''Mental Resilience'' by +12.
 
 
===Fruition of the Millennial Seed===
 
*'''Experience level required:''' 1000
 
*'''Activation Cost:''' ''None: activate once only''
 
*'''Keywords:''' ''Discipline;''
 
Over his centuries, the ambassador-courtier has laid a complex web of intrigues, favours and influences all across the entirety of the realm. This web goes beyond geographic borders, across species and factions, and is anywhere and everywhere the dragon wants it to be.
 
 
The ambassador-courtier need only apply the slightest pressure on this web and he can achieve massive effects. Within a single day the dragon can set into motion any single event that can conceivably be achieved through politics, be it the fall of the Ascendancy, an end to the Dragonwar or the utter destruction of a breed.
 
 
The GM and the player should collaborate to discuss exactly how the event will come to pass, and how long it takes (be it weeks, years or millennia). Regardless, the intervention's effects are inevitable and can only be cancelled by another Ambassador-Couriter using his one activation of this same power to negate the effect.
 
<br><br><br>
 
 
=Lifepath Resources=
 
===Linguistic Mastery===
 
*'''Experience level required:''' 25 years per language
 
 
All dragons are skilled linguists, picking up the fundamentals of language far faster than a human would. In game terms, a simple TN 15 Sophis check is more than adequate to pick up sufficient language for basic communication in a day. Of course, for an Ambassador-Courtier, basic communication is not enough. Basic communication might let you hold simple conversations, but if you want to play games of manipulation and note every nuance of interaction, you need more. An experienced Ambassador-Courtier makes a point of learning languages ''properly''.
 
 
For every 25 years on this Lifepath, one language may be selected. The dragon speak and write that language as well as a well educated and fluent local, complete with command of colloquialisms, literary ability and mastery of social manipulation within that language. To learn a language the dragon must have some social contact with others who speak that language, or access to comprehensive texts that can teach the language. Note that some mystical languages (such as ''Voidtongue'' cannot be learnt through this Resource.)
 
 
Note that Linguistic Mastery is treated as a Resource rather than a power, as like other Resources it can be gained and lost without gaining experience level. An active and motivated dragon can make a point of mastering a language in the course of a month or so and gain this resource. An inactive dragon who spends a century without conversing with natives might find that when he next tries to use the language it has moved on without him, and is now full of references and subtleties he cannot follow. Like all resources, Linguistic Mastery must be maintained and protected.
 
 
===Spies and Messengers===
 
*'''Experience level required:''' 50 years
 
A Dragon who has spent at least 50 years as an Ambassador-Courtier will have acquired a small entourage of spies and messengers, who he can dispatch to carry out his will. This Lifepath Resource is usually a minimum requirement for making indirect social attacks when there is any sort of geographic distance. The exact nature of the spies and messengers will vary according to the dragon's breed and style, but will be the equivalent in effectiveness and utility to six well trained human spies, and two dozen competent human diplomats.
 
 
===Network of Contacts===
 
*'''Experience level required:''' 100 years
 
A Dragon who has spent at least 100 years as an Ambassador-Courtier is presumed to have established a network of contacts, both mortal and draconic. When arriving in a new locale, or when trying to contact a particular social group or organisation, he can make a Pneuma check (typically TN 10-30, depending on how distant from home the locale is) to see if he knows anyone as a prior contact.
 
 
===Web of Favours===
 
*'''Experience level required:''' 200 years
 
A Dragon who has spent at least 200 years as an Ambassador-Courtier is almost certainly owed favours by a multitude of dragons and mortals, having spent a lot of his downtime weaving webs of intrigue and obligation. When he encounters a contact or other known individual for the first time after gaining this Lifepath Resource, he can make a Pneuma check (typically TN equal to the targets ''Mental Defence'', plus additional TN according to how resistant the target is to be indebted to an Ambassador-Courtier of his breed and station) to see if a favour is owed. This favour might not necessarily be honoured, and might be somewhat indirect, but it is there to be mentioned and called on.
 
 
===Politician's Authority===
 
*'''Experience level required:''' 300 years
 
A Dragon who has spent at least 300 years as an Ambassador-Courtier will without a doubt have worked his way into a position where he is respected, and his authority formally recognised. The GM and player should collaborate to design a societal role suitable for the experience Courtier, be it as a draconic councilman in the Alliance, or as a respected chamberlain in the courts of ''Endless Night''.
 
 
===Established Reputation===
 
*'''Experience level required:''' 400 years
 
The dragon has acquired (or rather carefully cultured) a reputation for having a certain style and specific personality. When he can use this reputation to your advantage he gains a -5 TN modifier to social rolls. For example, if a dragon has a reputation for being merciless to his enemies, he can use this to enhance intimidation attempts. If he has a reputation for being honourable and truthful, he can use this when he attempts to deceive or convince others of his sincerity. Reputation can also count against the character, and in these circumstances he suffers a +5 TN penalty to social rolls. You can have multiple reputations, and they can cancel each other out, but you never are at more than a -5 TN bonus or a +5 TN penalty from reputations.
 
 
===Statesman's Authority===
 
*'''Experience level required:''' 500 years
 
A Dragon who has spent at least 500 years as an Ambassador-Courtier will invariably be a true power-player within his faction. The GM and player should collaborate to design a role of authority suitable for the experience courtier: for example, as the Alliance Senator for his Breed, Lord Chancellor in his faction or a high ranking Minister.
 
 
===Imperator===
 
*'''Experience level required:''' 750 years
 
By 750 years into his career, the Ambassador-Courtier has pursued his lifepath to an extent that few other dragons will ever follow.
 
 
He will have a position of great power, within his breed, his faction and within mortal society. The GM should collaborate with the player for an appropriately lofty position. Perhaps he is the supreme leader of his draconic breed, or the highest magister of law in the realm. Regardless, he is at the very peak of whatever social hierarchy he has chosen to place himself.
 
 
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[[Category:Age_of_Dragons]]
 
 
----
 
 
=Overview=
 
=Overview=
 
===The Old Ways Survive===
 
===The Old Ways Survive===
  
''The pack wheeled overhead as the herd of aurochs (sixty-foot long prehistoric cattle normally known for their belligerence) 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.''
+
''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.''
 
''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.''
Line 238: Line 12:
 
''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.''
 
''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.''
+
''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. ''
<br><br>
 
  
===The Beast Unleashed Lifepath===
+
''Civilisation shackled instinct and dulled the soul. These were Beasts Unbound.''
  
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.
+
===The Beast Unbound Lifepath===
  
Regardless, the followers of this path are almost all conscious adherents of the way of life, choosing to deliberately reject a more complex existence, and by doing so feel alive in a way that other Dragons cannot imagine.
+
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.
 +
<br><br>
 +
=Edges=
 +
==Skills==
  
=Milestones=
+
===Tooth and Claw===
  
==Lifepath Sphere Variations==
+
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.
  
* '''Atavism'''  ''(100 XP)''
+
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.  
By passing this milestone you have truly tapped into your bestial self, though perhaps by sacrificing part of your sense of self along the way. You gains +1 dice on all tasks relating to his bestial traits (sensory perception, hunting, tooth and claw combat) but have -1 dice on tasks relating to civilisation (high etiquette, academic study, tool use, weapon use, etc.). Passing this milestone is a one way trip - the advantages gained and the costs incurred will be with you for the rest of your life, so embracing atavism is rarely taken lightly by the majority of breeds.
 
  
 +
===Alpha's Dominance===
  
* '''Dominance''' ''(40 XP)''
+
This ''Lifepath Skill'' adds the Dragon's ''Arete'' in ''Beast Unbound'' when calculating ''Technique'' for the following types of tasks:
A dragon who has this milestone has a fearsome mien and is practiced at asserting his dominance. You gain +1 dice on all tasks relating to direct intimidation, asserting dominance and asserting command. Note that this does not give any benefit to subtle tasks (such as implied threats), nor does it give any intellectual benefit (such as knowledge of strategy) but it can have unusual applications if used creatively (for example, seduction of someone with the right personality, inspiring loyalty in followers, etc.)
+
* Establishing dominance in the pack.
 +
* Effectively coordinating pack's under your command.
 +
* 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.
 +
* Roaring loudly.
  
 +
===Hunter's Instinct===
  
* '''Strong sexuality''' ''(40 XP)''
+
This ''Lifepath Skill'' adds the Dragon's ''Arete'' in ''Beast Unbound'' when calculating ''Technique'' for the following types of tasks:
A dragon who has this milestone has enhanced his sexual prowess and fertility. You gain +1 dice on all tasks relating to reproduction, including reproduction itself, sexual performance, and sexual seduction (i.e. seduction with the honest goal of intercourse, rather than manipulation).
+
* Recognising the Alpha in your own and other packs.
 +
* Recognising the territorial markings of others.
 +
* Tests of perception of the physical environment.
 +
* Tests of animal instinct or bestial courage.
 +
* Finding prey or other creatures through scent or through tracking techniques.  
  
 +
===Beast of the Wilderness===
  
* '''Survivor's constitution''' ''(40 XP)''
+
This ''Lifepath Skill'' adds the Dragon's ''Arete'' in ''Beast Unbound'' when calculating ''Technique'' for the following types of tasks:
A dragon who has passed this milestone is hardened by the rigours of outdoor life. You gain +1 dice on all tasks relating to your sound constitution, including resisting the effects of hunger, tiredness and thirst, resisting poisons and disease, and maintaining endurance over long flights or tiring activity. Note that this milestone specifically does not help with combat or ''resist damage'' checks.
+
* Knowledge of how to survive in the wild.
<br><br><br>
+
* Demonstrating resilience when dealing with environmental hazards, weather, disease, hunger or thirst
 +
* Predicting the weather, assessing the lay of the land.
 +
* Recognising things within nature (edibility of animals, movement of herds, plants, etc.)
 +
* Knowledge of wild lands around the dragon's territory, for example knowing where fresh water is, etc.
  
==Talents==
+
===Heart of the Wolfpack===
  
* '''Breaking the Shell''' ''(6 XP)''
+
This ''Lifepath Skill'' adds the Dragon's ''Arete'' in ''Beast Unbound'' when calculating ''Technique'' for the following types of tasks:
You can make a special ''"shell-breaker"'' claw attack at +1 TN. If this attack hits, you deals no damage, but the target loses a number of points of Armour Rating equal to the unopposed successes scored on your attack roll.
+
* Defending your packmates against physical attack.
 +
* Bolstering the morale of your packmates.
 +
* Tests of perception or empathy when dealing with your packmates.
 +
* Subtly influencing yout packmates.
 +
* Showing courage or determination to support your pack.
 +
* Demonstrating loyalty to your pack.
  
 +
<br><br>
  
* '''Falcon's Pursuit'''  ''(10 XP)''
+
==Powers==
A true predator stays on his prey's tail. In Skirmish Combat, if an enemy moves away from you (from ''Close Quarters'' to ''Middle Distance'') you can opt to immediately move after him, reducing the distance to ''close quarters'' again before that enemy's battle phase. Doing so does not count towards your usual movement for this round, but you can only use Falcon's Pursuit once per round.
 
  
 +
===Physical Conditioning===
  
* '''Harry the Prey'''  ''(5 XP)''
+
With time spent living the life of a ''Beast Unbound'' the Dragon naturally grows hardier, physically conditioned by the harsh realities of wilderness existence. Some dragons even begin to physically change, becoming more animalistic in appearance and growing in bulk and power.
Pack-hunting takes some practice to master, but once learnt can become almost intuitive. You can make a special ''"harrying"'' claw attack at +1 TN. If this attack hits, it is at +1 TN to the damage check, but the target is tagged as being ''harried'' until the start of your next action. All melee attacks against a ''harried'' target are at -1 TN.  
 
  
 +
* '''Arete 1+: Conditioned Muscles'''
 +
The Dragon permanently adds +5 to his ''Soma'' sphere.
  
* '''Peregrine Dive'''  ''(10 XP)''
+
* '''Arete 21+: The Wicked Edge'''
This hunting technique seems easy enough, but actually requires a lot of finesse and self control. You fly high above your (aerial) quarry, then dive towards the target accelerating with both gravity and controlled wingbeats to achieve considerable velocity. As you moves past your target you snatch at them, grappling them and digging in your rear talons, before breaking your descent with the air resistance of your wings. Though this technique was initially developed to hunt aerial prey, it is also a battle manoeuvre of some utility. To use this Talent, you must be at a higher altitude than your target at the start of your tactical movement phase, but otherwise in the same location. You automatically drop to the target's altitude during the tactical movement phase, and then make an unarmed claw attack at +1 TN during the battle phase. If the attack hits, then the damage check is at -3 TN, and if you wish you can automatically grapple the target.
+
The claws and teeth of the Beast Unbound become serrated and considerably tougher and more vicious than those of their contemporaries. In physical conflict, the ''Beast Unbound'' gain a +5 effect modifier to Finisher attacks made with their bare claws and teeth. Note that this is cumulative with the Hunter Dragons' ''Mark of the Predator'' birthright.
  
 +
* '''Arete 31+: Hardened Scales'''
 +
The scale-plates of the Dragon thicken, making him a lot tougher. This gives a -10 debuff to Effect for physical Finisher moves against this Dragon in approproate circumstances.
  
* '''Weakening strike'''  ''(6 XP)''
+
* '''Arete 41+: Power of the Beast'''
You know that if you weaken a target, you can wear him down. This is a claw attack at -1 TN, that if it deal damage successfully can never deal more than a ''Light Injury'' in damage (even if more than one damage success is rolled).
+
The Dragon permanently adds a further +5 to his ''Soma'' sphere.<br><br>
<br><br><br>
+
==Suspires==
  
==Arcane Lore==
+
This ''Lifepath'' does not have any special ''Suspires'' associated with it.
  
* '''Bitterflesh'''  ''(10 XP)''
+
==Techniques==
To cast this spell you must inhale deeply from a pool of your own urine, then hold your breath for several seconds. For twenty four hours afterwards your flesh becomes poisonous for others to eat. Any creature that swallows a portion of your blood or flesh, receives an immediate ''heavy injury'' from the ingested poisons. If they swallow sufficient flesh or blood to provide a full meal, they instead are ''critically injured''. If the amount ingested is minimal (e.g. from a bite attack against you where they take care not to swallow) then they are only ''lightly injured''.
 
  
 
+
This ''Lifepath'' does not have any special ''Techniques'' associated with it.
* '''Firejet'''  ''(10 XP)''
+
<br><br>
With this simple firebreath spell, you aim a blast intended to soften up a single foe, or even score a kill against a weak target. This is a ranged firebreath attack that uses ''Pneuma'' to attack and deal damage, and can be used up to middle distance. It does not set fire to targets, has no burst effect, and you can make called shots with this attack. While this firebreath spell may seem weak compared to some, it has the advantage that it leaves prey' bodies intact enough to provide a good meal afterwards.
+
[[Category:Age_of_Dragons|Beast]]
 
 
 
 
* '''Interred in Earth'''  ''(10 XP)''
 
By lying flat against the earth, and inhaling deeply, you can have the ground swallow you up so that you are buried beneath the surface. Anything on the surface (grass, cobbles, etc.) will not be disturbed or displaced, and you will be buried just deep enough that all of you is at least a foot underground. While interred you cannot move and are unaware of anything happening above ground, but you can breathe and sleep. If you move at all, the effect ends as the earth expels you forcibly. You can remain underground for up to a month at a time, though the spell gives you no special protection against hunger or thirst. This spell can only be cast if there is a sufficient body of loose soil or earth to accomodate you.
 
 
 
 
 
* '''Marked Ground'''  ''(10 XP)''
 
By urinating on the ground, then exhaling pneuma over it, you can mystically mark your territory. Anyone who gets close enough to smell the urine (a dozen yards for humans, a few hundred yards for most dragons) is instantly aware that they are on marked ground, and receives a subconscious sense of threat warning them that they are crossing into your territory. Though they can still proceed on if they wish, many weak willed or instinctive creatures (such as animals) will consciously leave the marked area.
 
<br><br><br>
 
 
 
==Lifepath-specific Milestones==
 
 
 
* '''Claws of the Lion'''  ''(25 XP)''
 
Using your bare claws as your preferred weapon has strengthened and sharpened them. Any unarmed claw attacks you make roll +1 dice on the damage roll.
 
 
 
 
 
* '''Judgment of the Predator'''  ''(10 XP)''
 
You are adept at assessing the physical strength of a target. You automatically know what any target's Soma score is.
 
 
 
 
 
* '''Foodsense'''  ''(10 XP)''
 
With time you can grow to recognise the signs of bad food and water, and thus avoid eating or drinking anything that will do you harm. Simply by sniffing, you can automatically recognise food or water that is poisoned, rotten or otherwise harmful to eat.
 
 
 
 
 
* '''Jaws of the Wolf'''  ''(25 XP)''
 
Hunting and feeding on raw meat has strengthened your bite. Any unarmed bite attacks you make roll +1 dice on the damage roll.
 
<br><br><br>
 
 
 
=Lifepath Resources=
 
 
 
* '''The Pack'''
 
Optionally, after 25 years of being a Beast Unbound you can deem that your Dragon has joined and been accepted into a pack of other Dragons on the same lifepath. Note that if you are of a breed that does not often favour this lifepath, then likely your pack will not be the same breed as you.
 
 
 
 
 
* '''Territory'''
 
After 50 years as a Beast Unbound, you or your pack have established a hunting territory that is recognised as yours by sentient and animal life alike. While others may not choose to respect that territory, it is clear to all that it is yours. You know this territory intimately, and are knowledgeable of all of its nuances, prey statuses and ecological patterns.
 
 
 
 
 
* '''Alpha Status'''
 
At 100+ years, it is likely that you are the Alpha of your pack, so long as there are no other Dragons in your pack of greater age and strength. Even if there are, at this stage of your Lifepath it is possible for you to strike out on your own and have another pack come to you for leadership.
 
 
 
 
 
* '''Legendary Predator'''
 
At 250 years you are seen as something of a legend by other adherents of the Lifepath, respected as a true survivor and ultimate predator. You will be able to command respect (and likely obedience) beyond your own pack, and your pack may swell in size considerably, perhaps even to the level of one of the Hunter Dragon ''Sky Tribes''.
 
 
 
----
 
 
 
[[Category:Age_of_Dragons]]
 

Latest revision as of 10:38, 6 May 2009

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

Overview[edit]

The Old Ways Survive[edit]

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[edit]

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[edit]

Skills[edit]

Tooth and Claw[edit]

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.

Alpha's Dominance[edit]

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.
  • Effectively coordinating pack's under your command.
  • 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.
  • Roaring loudly.

Hunter's Instinct[edit]

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

  • Recognising the Alpha in your own and other packs.
  • Recognising the territorial markings of others.
  • Tests of perception of the physical environment.
  • Tests of animal instinct or bestial courage.
  • Finding prey or other creatures through scent or through tracking techniques.

Beast of the Wilderness[edit]

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.
  • Demonstrating resilience when dealing with environmental hazards, weather, disease, hunger or thirst
  • Predicting the weather, assessing the lay of the land.
  • Recognising things within nature (edibility of animals, movement of herds, plants, etc.)
  • Knowledge of wild lands around the dragon's territory, for example knowing where fresh water is, etc.

Heart of the Wolfpack[edit]

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

  • Defending your packmates against physical attack.
  • Bolstering the morale of your packmates.
  • Tests of perception or empathy when dealing with your packmates.
  • Subtly influencing yout packmates.
  • Showing courage or determination to support your pack.
  • Demonstrating loyalty to your pack.



Powers[edit]

Physical Conditioning[edit]

With time spent living the life of a Beast Unbound the Dragon naturally grows hardier, physically conditioned by the harsh realities of wilderness existence. Some dragons even begin to physically change, becoming more animalistic in appearance and growing in bulk and power.

  • Arete 1+: Conditioned Muscles

The Dragon permanently adds +5 to his Soma sphere.

  • Arete 21+: The Wicked Edge

The claws and teeth of the Beast Unbound become serrated and considerably tougher and more vicious than those of their contemporaries. In physical conflict, the Beast Unbound gain a +5 effect modifier to Finisher attacks made with their bare claws and teeth. Note that this is cumulative with the Hunter Dragons' Mark of the Predator birthright.

  • Arete 31+: Hardened Scales

The scale-plates of the Dragon thicken, making him a lot tougher. This gives a -10 debuff to Effect for physical Finisher moves against this Dragon in approproate circumstances.

  • Arete 41+: Power of the Beast

The Dragon permanently adds a further +5 to his Soma sphere.

Suspires[edit]

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

Techniques[edit]

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