Age of Dragons: Beast Unbound

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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 (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.

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, 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.


Lifepath Powers

Harry the Prey

  • Experience level required: 50
  • Activation Cost: 1 Physical Energy
  • Keywords: Feat;

Pack-hunting takes some practice to master, but once learnt becomes almost intuitive. The Dragon can make a special "harrying" claw attack at +3 TN. If this attack hits, it deals damage as usual, and the target is tagged as being harried until the start of the dragon's next action. All melee attacks against a harried target are at -3 TN.

Marked Ground

  • Experience level required: 60
  • Activation Cost: 1 Arcane Energy
  • Keywords: Suspire;

By urinating on the ground, then exhaling pneuma over it, the dragon can mystically mark his 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 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.

Falcon's Pursuit

  • Experience level required: 70
  • Activation Cost: 1 Physical Energy.
  • Keywords: Feat;

A true predator stays on his prey's tail. In Skirmish Combat, if an enemy at close quarters moves away from the dragon or changes altitude the Hunter 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 the dragon's usual movement for this round. Falcon's pursuit can be used multiple times in a single round, so long as the dragon has enough physical energy.

Peregrine Dive

  • Experience level required: 80
  • Activation Cost: 1 Physical Energy.
  • Keywords: Feat;

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 Talent, the dragon must be at a higher altitude than his target at the start of his tactical movement phase, but otherwise in the same location. He automatically drop to the target's altitude during the tactical movement phase, and then makes a claw attack at +3 TN during the battle phase. If the attack hits, then it deals +9 damage, and if he wishes he can automatically grapple the target.

Predator's Judgment

  • Experience level required: 90
  • Activation Cost: 1 Mental Energy
  • Keywords: Discipline;

As a battle action costing 1 mental energy the dragon can assess any one creature within line of sight. Doing so reveals that target's Soma sphere rating, Physical Defence and current Physical Resilience.

Survivor's Constitution

  • Experience level required: 100
  • Activation Cost: None: always on.
  • Keywords: Feat;

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

Bitterflesh

  • Experience level required: 125
  • Activation Cost: 1 Arcane Energy
  • Keywords: Suspire;

To cast this spell the dragon must inhale deeply from a pool of his own urine, then hold his breath for several seconds. For twenty four hours afterwards his flesh becomes poisonous for others to eat. Any creature that swallows a portion of his blood or flesh receives an immediate 3D6 damage to physical resilience from the ingested poisons. This damage is repeated each time flesh is ingested. If care is taken to ingest minimally, but blood still gets in their mouth (e.g. from making a successful bite attack against you) then they receive only D6 damage.

Jaws of the Wolf

  • Experience level required: 150
  • Activation Cost: X Physical Energy
  • Keywords: Feat;

Hunting and feeding on raw meat has strengthened the dragon's bite. Any unarmed bite attacks he makes roll +1 dice on the damage roll. After a successful bite attack you can spend Physical Energy to add three times the expended amount in damage. For example, if you spend 4 energy, add +12 damage.

Killstrike

  • Experience level required: 175
  • Activation Cost: 2 Physical Energy
  • Keywords: Feat;

The dragon becomes adept at killing blows, able to find the perfect opening for a well placed neck bite or wing tear. When using this feat the dragon may make a called shot claw or bite attack. Halve and round down the usual TN penalty for this attack. For example, if making a bite attack to the neck, the TN modifier would be reduced from +12 to +6.

Strong sexuality

  • Experience level required: 200
  • Activation Cost: None: always on.
  • Keywords: Feat / Suspire;

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).

Pushing the Limits

  • Experience level required: 250
  • Activation Cost: 1 Physical Energy per dice
  • Keywords: Feat;

The true predator is a master of his own Soma, and can push himself to his natural limits. You can use this power after making any Soma-based roll to change a rolled dice that came up "4" or "5" into a "6". You can use this power multiple times on one roll, at cost of 1 Physical Energy per dice changed.

Burst of Action

  • Experience level required: 300
  • Activation Cost: Special
  • Keywords: Feat;

The dragon takes the example of natural hunting predators in channelling maximum exertion into a short space of time, so as to end the chase as quickly as possible.

He can activate this power as a free action at the start of his round in skirmish combat. When he does so, he immediately regains all spent Physical Energy, restoring him to his maximum. He then has a number of rounds equal to his Soma sphere - after this is he is exhausted for one hour. An exhausted dragon immediately loses all Physical Energy, Mental Energy and Arcane Energy, cannot take any battle actions or use Burst of Action while exhausted.

Eating the Clouds

  • Experience level required: 350
  • Activation Cost: 8 Arcane Energy
  • Keywords: Suspire; Vitamancy;
  • Vitamancy spells cannot be cast by Death-aligned Dragons.

The dragon inhales deeply, then swallows air by the mouthful. As he does so, the spell transmutes the air into solid food, which will materialise in his gullet as it passes downwards. A single casting of this spell will provide sufficient food and water sustenance for a single day.

Though a dragon could theoretically live indefinitely off this spell, doing so for more than a month will leave him feeling curiously unsated, and prone to illness.

Eye of the Storm

  • Experience level required: 350
  • Activation Cost: 1 Arcane Energy
  • Keywords: Suspire; Hierarchomancy;
  • Hierarchomancy spells cannot be cast by Chaos-aligned Dragons.

As the dragon casts this spell exhales slowly, steadily and carefully, infusing his breath with Order-magic. The air around him is calmed and stilled by this exhalation - wind seems to die down, and weather grows calmer. The dragon can only use this spell while on the ground - it instantly calms any non-magical weather around him, creating an area of calm dry air out to a radius of several dozen yards around him. The effect lasts until the dragon moves from the spot where he is resting. Beyond the area of effect, weather continues as normal, entirely unaffected.

Interred in Earth

  • Experience level required: 350
  • Activation Cost: 6 Arcane Energy
  • Keywords: Suspire; Necromancy;
  • Necromancy spells cannot be cast by Life-aligned Dragons.

By lying flat against the earth, and inhaling deeply, the dragon can have the ground swallow him up so that he is buried beneath the surface. Anything on the surface (grass, cobbles, etc.) will not be disturbed or displaced, and he will be buried just deep enough that all of him is at least a foot underground. While interred he cannot move and is unaware of anything happening above ground, but he can breathe and sleep. If he moves at all, the effect ends as the earth expels him forcibly. He can remain underground for up to a month at a time, though the spell gives him 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 him.

Surge of Rage

  • Experience level required: 350
  • Activation Cost: 3 Arcane Energy
  • Keywords: Suspire; Autarchomancy;
  • Autarchomancy spells cannot be cast by Order-aligned Dragons.

In casting this spell the dragon subconsciously shifts the tides of pneuma within himself, igniting them with rage, and suffusing himself with potent anger. After this spell is cast he gains a +3 bonus to all melee attack rolls, but each round must either make a melee attack against an enemy, or move towards an enemy. The spell's effect ends only when there are no more enemies left in sight. Casting this spell is a battle action.

Atavism

  • Experience level required: 400 years
  • Activation Cost: None: always on.
  • Keywords: Discipline;

By passing four centuries as a Beast you have truly tapped into your feral self, though perhaps by sacrificing part of your sense of self along the way. You permanently gain +1 to Soma but also permanently reduce your Sophis by 1.

Alpha Status

  • Experience level required: 450 years
  • Activation Cost: None: always on.
  • Keywords: Discipline;

A dragon who has this milestone has a fearsome mien and is practiced at asserting his dominance. He gains +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.)

Efficient Firebreathing

  • Experience level required: 500 years
  • Activation Cost: 1 Arcane Energy
  • Keywords: Suspire; Pyromancy; Flame Attack;

As a battle action make a ranged attack. This attack can be made at up to middle distance and attacks a single target. If the target is hit, then it takes full damage immediately, then persistent damage equal to the dragon's Pneuma Sphere each round for the following D6 rounds, or until the flames are extinguished.

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

Perfect Killstrike

  • Experience level required: 600
  • Activation Cost: 4 Physical Energy
  • Keywords: Feat;

The dragon is now such a masterful hunter that it is unusual for him not to kill or cripple his prey in a single strike. When using this feat the dragon may make a called shot claw or bite attack. Quarter and round down the usual TN penalty for this attack. For example, if making a bite attack to the neck, the TN modifier would be reduced from +12 to +3.

Sophis Exertion

  • Experience level required: 700
  • Activation Cost: 1 Mental Energy
  • Keywords: Feat;

The dragon channels his will into rage, sacrificing mental energy to gain physical energy. This power can be used once per round but does not take an action - when used, the dragon gains 1 physical energy. This cannot cause physical energy to exceed its usual maximum.

Soma Fortification

  • Experience level required: 800
  • Activation Cost: None: always on
  • Keywords: Discipline;

The dragon has strengthened and fortified his body over time, so that he is more resistant to injury. The dragon permanently increases his Physical Resilience by +12.

XXX

  • Experience level required: 1000
  • Activation Cost: None: activate once only
  • Keywords: Discipline;




Lifepath Resources

The Pack

  • Experience level required: 25 years

Optionally, after 25 years of being a Beast Unbound the Dragon may have joined and been accepted into a pack of other Dragons on the same lifepath. Note that if the drgaon are of a breed that does not often favour this lifepath, then likely his pack will not be the same breed as him.

Territory

  • Experience level required: 50 years

After 50 years as a Beast Unbound, the dragon or his pack have established a hunting territory that is recognised as theirs by sentient and animal life alike. While others may not choose to respect that territory, it is clear to all that it is theirs. They know this territory intimately, and are knowledgeable of all of its nuances, prey statuses and ecological patterns.

Pack Alpha

  • Experience level required: 200 years

At 200 years the dragon is undoubtedly experienced enough to lead his own pack, and will be able to draw small numbers of less experienced dragons to his leadership. Some dragons may choose to not take up this option straight away, instead remaining with a pack of other strong dragons in a non-dominant (but still senior) role.

Legendary Predator

  • Experience level required: 500 years

At 500 years the dragon is seen as something of a legend by other adherents of the Lifepath, respected as a true survivor and ultimate predator. To survive half a millennium in the wild is, after all, an incredible achievement in and of itself.

He will be able to command respect and obedience from his ever-growing pack, and likely there will be an entire Sky Tribe of packs that look to him for leadership .