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

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''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.''
 
''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.''
 
'''A Dragon can only use one Battle Form each turn.'''
 
  
 
* '''Jaws of the Wolf''' (1 point)
 
* '''Jaws of the Wolf''' (1 point)

Revision as of 07:41, 5 January 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.




Lifepath Powers

Unchaining the Animal Within (Experience Rating: 1)

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.

  • Apex Predator

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.

  • Harry the Prey

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" on the target. The target cannot make any manoeuvres while he has any points of trapping on him. The target may remove points of "trapping" 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 trapping are removed from the target.


Wild Ways (Experience Rating: 2)

As time goes by, the unleashed animal within grows stronger, and the dragon invariably grows more atavistic.

  • Marks of Territory

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.

  • Peregrine Dive

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.


Instinctive Arts of Battle and Magic (Experience Rating: 4)

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.

  • Suspires: Lesser Lore of Survival

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.

  • Battle Forms: Lesser Art of The Hungry Claw

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.


Hardened Survivor (Experience Rating: 6)

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.

  • Survivor's Constitution

The dragon has been hardened by the rigours of animal life. He permanently gains +3 Physical Resilience.


An Animal of Strength (Experience Rating: 8)

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.




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.

  • Jaws of the Wolf (1 point)

Hunting and feeding on raw meat has strengthened the dragon's bite. A "jaws of the wolf" attack can only be made 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.

  • Claim Hospitality (1 point) (1 Arcane Energy, Expend one 5+ Pneuma Dice)

To cast this spell, the Dragon must be invited into the home, lair or domain of another being, 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 reducing him to Physical Resilience 0 (incapacitated), but immediately ending the spell's effect (thus freeing the mystic binding of others, allowing them to engage in violence as they will).

  • Sanctum (1 point) (1 Arcane Energy, Expend one 5+ Pneuma Dice)

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 blasted by arcane energy and reduced to Physical Resilience 0 (incapacitated) by the magics of the ritual, and the effect of the Sanctum spell is immediately ended.

The Greater Lore of Binding

While the Lesser Lore concerns itself with agreements, the Greater Lore is more concerned with celestial law, with obedience and with punishment of transgressions.

  • Justice of the Wheel of Heaven (3 point) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

As he casts this spell, the Dragon points at a target, and pronounces that the target has committed a terrible sin - for example "I name thee kinslayer". If the accusation is correct, then the force of heaven strikes that individual, causing his limbs and wings to be crippled, and his Physical Resilience to be reduced to 0 (incapacitated). However, should the accusation be false, then the backlash of the spell will deal 3 points of Physical Resilience damage to the casting dragon. Only a few select divine crimes can be named and punished by this spell. They include: kinslaying, killing hatchlings, siring or bearing a Harlequin hatchling and raping another dragon.

  • Oath Freely Given (3 point) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

The Dragon can only cast this spell as a reaction, when someone speaks a statement of intent within earshot of himself. If successfully cast, that statement is taken to have the force of an oath. If the speaker breaks that oath then he will be struck down with arcane energy, and his Physical Resilience to be reduced to 0 (incapacitated). The speaker is aware of being mystically bound in this way.

  • Seat of Neutrality (3 point) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

The Dragon seats himself on the ground, then exhales, and surrounds himself with a halo of silver light. This light remains around him for the next hour, and while it is in place he is both immune to violence, and incapable of it. No direct attack (arcane of physical) is able to harm him, and he can make no direct attack he makes is capable of harming anyone else. Two exceptions apply to this. First, if the dragon moves from the spot where he cast the spell (whether by walking or flying or other modes of transport) the spell ends immediately. Second, the spell offers no protection or control over indirect attacks or environmental damage.