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===Sphere Ratings===
 
===Sphere Ratings===
  
*'''Soma 4'''
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*'''Soma 40'''
*'''Sophia 5'''
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*'''Sophia 50'''
*'''Pneuma 6'''
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*'''Pneuma 60'''
  
 
''Ghost Dragons'' are unusual in that they are adept magi, but weak at charisma and manipulation. They are amongst the most effective, learned and puissant necromancers in the Realm however, especially when it comes to dealing with restless spirits.
 
''Ghost Dragons'' are unusual in that they are adept magi, but weak at charisma and manipulation. They are amongst the most effective, learned and puissant necromancers in the Realm however, especially when it comes to dealing with restless spirits.
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'''Masque of Disquiet''' - ''Ghost Dragons'' make for disturbing and unpleasant company. Their voices seem soft, but also seem to cause others to feel uncomfortable. Their physical forms seem basically normal (if unhealthy), but there is something oddly wrong about the way they move. On actions relating to any positve socialisation (i.e. any socialisation except intimidation and attempts to cause fear or discomfort) ''Ghost Dragons'' must remove any dice they roll that roll a "6". These "6s" neither count towards achieving a success, nor contribute to the power of an action.  
 
'''Masque of Disquiet''' - ''Ghost Dragons'' make for disturbing and unpleasant company. Their voices seem soft, but also seem to cause others to feel uncomfortable. Their physical forms seem basically normal (if unhealthy), but there is something oddly wrong about the way they move. On actions relating to any positve socialisation (i.e. any socialisation except intimidation and attempts to cause fear or discomfort) ''Ghost Dragons'' must remove any dice they roll that roll a "6". These "6s" neither count towards achieving a success, nor contribute to the power of an action.  
  
When dealing with other ''Ghost Dragons'', ghosts, undead or any other creature that speaks ''Voidtongue'', this flaw is not activated.
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When dealing with other Ghosts, undead or any other creature that speaks ''Voidtongue'', this flaw is not activated.
  
 
'''Fated''' - If you are using the default metaplot, the ''Ghost'' breed as a whole has a major world-changing event ahead of it that will happen inevitably on a certain date, and beyond player control. Players who select this breed should be aware that the metaplot has this surprise in store and that they probably won't be able to do anything about it.
 
'''Fated''' - If you are using the default metaplot, the ''Ghost'' breed as a whole has a major world-changing event ahead of it that will happen inevitably on a certain date, and beyond player control. Players who select this breed should be aware that the metaplot has this surprise in store and that they probably won't be able to do anything about it.
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==Society and Culture==
 
==Society and Culture==
  
Its been over one and a half millennia since the ''Ghost Dragons'' fled the north, and just over 1200 years since the breed settled in their current location. Every ''Ghost Dragon'' now alive was born in the south, but almost every one can remember stories from parents or grandparents of the long flight. The new generation may be southern-born, but they still regard themselves as refugees.
+
Its been over one and a half millennia since the ''Ghost Dragons'' fled the North, and just over 1200 years since the breed settled in their current location. Every ''Ghost Dragon'' now alive was born in the south, but almost every one can remember stories from parents or grandparents of the long flight. The new generation may be southern-born, but they still regard themselves as refugees.
  
 
Their place of settlement is ''Ghosthome'', which that lies on the outskirts of ''Arrantis'', only a short distance from the ''Ashen Kingdom''. Once ''Ghosthome'' was just empty and misty marshland, but its new inhabitants have changed it to their liking, building their lairs from the twisted wood of the long-petrified mangroves and establishing a defensive perimeter of wards and protective sorceries. Within ''Ghosthome'' the ''Ghost Dragons'' converse only in ''Voidtongue'' and are wary of all strangers - even their ''Alliance'' protectors. This little patch of dirt may not be much, but they consider that it is their own sovereign territory now. While the ''Alliance'' may have been planning to just foist off a piece of unwanted and unpleasant domain on the refugees, the ''Ghosts'' have found that the place is very much to their liking, the cloying mists and grey swampland suiting their temperaments and preferences well.
 
Their place of settlement is ''Ghosthome'', which that lies on the outskirts of ''Arrantis'', only a short distance from the ''Ashen Kingdom''. Once ''Ghosthome'' was just empty and misty marshland, but its new inhabitants have changed it to their liking, building their lairs from the twisted wood of the long-petrified mangroves and establishing a defensive perimeter of wards and protective sorceries. Within ''Ghosthome'' the ''Ghost Dragons'' converse only in ''Voidtongue'' and are wary of all strangers - even their ''Alliance'' protectors. This little patch of dirt may not be much, but they consider that it is their own sovereign territory now. While the ''Alliance'' may have been planning to just foist off a piece of unwanted and unpleasant domain on the refugees, the ''Ghosts'' have found that the place is very much to their liking, the cloying mists and grey swampland suiting their temperaments and preferences well.

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