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Dragonkind strives to survive. The threat of man, a dwindling frontier to serve as food and refuge, in addition to the lost dragon eggs that need to be recovered and incubated are not the only threats the species faces. Their own raw natures threatens to spill over their levees to consume them and the world, and their contest to amass the resources necessary to survive the coming hibernation at the end of the age number among their challenges. They must adapt to the cleverness of the human mind or face extinction. And even immediate survival will amount to little if they cannot foster a new generation.
 
Dragonkind strives to survive. The threat of man, a dwindling frontier to serve as food and refuge, in addition to the lost dragon eggs that need to be recovered and incubated are not the only threats the species faces. Their own raw natures threatens to spill over their levees to consume them and the world, and their contest to amass the resources necessary to survive the coming hibernation at the end of the age number among their challenges. They must adapt to the cleverness of the human mind or face extinction. And even immediate survival will amount to little if they cannot foster a new generation.
  
===Anatomy of a Dragon===
+
===High Concept===
 
 
No two dragons look the same. With the loss of some of the dragons’ majesty and traditions, they have lost much of their ability to speak verbally. Although they can understand spoken speech, dragons communicate amongst one another through a combination of telepathy and bestial sounds and behaviors. Some truly gifted can communicate in one form or another with other specific races or individuals (to do so requires a stunt).
 
 
 
Unfortunately for the survival of the species, they generally mate for life. Rogue dragons who have broken from tradition may occasionally dominate a harem of young females, but such cases are exceedingly rare. Dragon eggs possess an amalgam of the unique mineral makeup of both parents. Young typically take an entire age to incubate and usually hatch at the awakening following a period of hibernation.
 
 
 
Precious metals are indeed part of a dragon’s makeup. This is one reason why dragons will amass wealth, or reside in ore-rich lairs. The magnetic and auric qualities of these important alchemical commodities energizes a dragon during slumber and helps to keep its furnace stoked. A dragon possesses a furnace, the fierce internal force of elemental power that serves as a dragon’s personal talisman. Whether powered by fire or alternative elemental forces or elements it is required not only for their potent and destructive breath, but also to keep them aloft during flight. If their furnace extinguishes by releasing all of their energy in one apocalyptic burst, it is costly in terms of time to re-stoke and leaves them vulnerable. Historically, only when a dragon knows its demise is nigh do they release all their energy.
 
 
 
All dragons, even the young, are heavily armored with an array of fearsome weaponry at their disposal. Aside from their terrible breath, their fanged maw, talons, wings, tail, and even physical girth are all formidable tools of war. They are easily capable of destroying armies, and a single adult dragon can decimate a city.
 
 
 
However, mankind’s ingenuity has tested the dragons’ natural superiority. And now they must adapt or suffer extinction. In this they are sadly limited by their physiology. Lacking hands and few in number they can't adopt the tools or industry of their enemies, even as they learn to fear and respect their newfound power.
 
 
 
Dragons generally are solitary maintaining close ties only to close kin. The only exceptions were battles over territory between rival clans and short ritual gatherings to meet prospective mates and exchange lore. Known as Dragon Choruses these gatherings are universally called by the presence of an Elder, one known and respected for the depth of his knowledge. Whether inviting others to his territory or present as a guest in another clan's lands the gathered Dragons learn their kind's history and lore from their elders in oral tradition.
 
 
 
Recorded in poetry Dragonlore is almost universally sung. The teacher sings first for their audience and then as they recite the verses their students join in, learning to sing the tale themselves. During the brief (for creatures who measure lifetimes in ages) months they might gather together the Clans exchange tales, magic and lore discovered during their time apart with the most worthy entering what is known as the World's Song, a mostly agreed upon history of the world. In earlier ages these Choruses were the greatest source of knowledge available to the lesser races and some who had befriended one of the Wyrms would be allowed to attend, though never to Sing. Many of the early scholars of Mortal magic and lore learned from the Elder Wyrms at these gatherings, often paying their way with music played to the tune of the songs. Alone among the trappings of civilization Dragons learned to love the playing of instruments, with no Chorus now considered complete without accompaniment.
 
 
 
It was during one of these Choruses, now considered the Great Chorus in the World's Song, that the Elder Wyrm convinced the Clans to gather under him in Serpent's Spire. Singing to them of the many losses and defeats dealt to Dragonkind at the hands of Humans and other pettier races, of the divides and feuds that weakened them in the face of the mortal's encroachment, and the ongoing tragedy of their kind's fall he convinced them that their only hope lay in gathering together to share their knowledge and strength as other race's had.
 
 
 
Today they have formed a loose alliance and rally around their chosen elder, who at present suffers a wasting curse that none currently understands nor knows how to combat. Rivalries threaten the dragons’ future as much as the next wave of dragon hunters. Many dragons cultivate relationships with a variety of mortal minions — dwarves to craft more formidable defenses, barbaric northman tribes to serve as lookouts and spies, as well as craftsmen and scribes to do such menial tasks that a dragon could not or would not do.
 
 
 
===Character Creation===
 
 
 
====Aspects====
 
 
 
'''High Concept'''
 
  
 
Within the loose confederation of dragons, each may take on a specific role. Think of this like a dragon-specific profession. There are egg keepers, lore masters, guardians, skirmishes, first-strikers, lair watchers, hunters, air wardens, among any others that fits in. A good concept may be anything, but is best when it includes a positive or powerful virtue, a prominent physical feature or coloration, and a role. Examples might be ''Majestic Frilled Hunter'', or ''Sleek One-Eyed Blue Mist-Maker''.
 
Within the loose confederation of dragons, each may take on a specific role. Think of this like a dragon-specific profession. There are egg keepers, lore masters, guardians, skirmishes, first-strikers, lair watchers, hunters, air wardens, among any others that fits in. A good concept may be anything, but is best when it includes a positive or powerful virtue, a prominent physical feature or coloration, and a role. Examples might be ''Majestic Frilled Hunter'', or ''Sleek One-Eyed Blue Mist-Maker''.
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Feel free to deviate from the model as long as the Concept conveys some sense of role, ability, or other unique identifier. All characters are assumed to be dragons.
 
Feel free to deviate from the model as long as the Concept conveys some sense of role, ability, or other unique identifier. All characters are assumed to be dragons.
  
'''The Nature of Dragons''' (Trouble)
+
===The Nature of Dragons===
  
 
A dragon’s Nature aspect stands in for Core’s Trouble aspect. It defines both the raw elemental spirit nature of a dragon individual (''Terrible Ice King'') as well as another negatively-skewed personality trait or flaw writ large (''Ponderous Lodestone Lizard''). Since dragons are large and destructive, their Natures may still be invoked more than your average Trouble aspect to help in rolls, but with destructive natures, it tends frequently to be associated with dire consequences. This could take the form of compels reflecting negative changes to a territory due to the presence of an influencing dragon during its frequent expressions of power, or other unintended attrition. Additionally, a Nature aspect should always be consulted when seeking options for success costs and should be at the forefront.
 
A dragon’s Nature aspect stands in for Core’s Trouble aspect. It defines both the raw elemental spirit nature of a dragon individual (''Terrible Ice King'') as well as another negatively-skewed personality trait or flaw writ large (''Ponderous Lodestone Lizard''). Since dragons are large and destructive, their Natures may still be invoked more than your average Trouble aspect to help in rolls, but with destructive natures, it tends frequently to be associated with dire consequences. This could take the form of compels reflecting negative changes to a territory due to the presence of an influencing dragon during its frequent expressions of power, or other unintended attrition. Additionally, a Nature aspect should always be consulted when seeking options for success costs and should be at the forefront.
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A dragon’s lair should always contain an abundance of the material linked to its nature. Without this abundance, a dragon may not successfully stoke its furnace, and may not survive hibernation.
 
A dragon’s lair should always contain an abundance of the material linked to its nature. Without this abundance, a dragon may not successfully stoke its furnace, and may not survive hibernation.
  
'''Clan History Aspects'''
+
===Clan History Aspects===
  
 
Choose three more relevant aspects according to the phase trio below:
 
Choose three more relevant aspects according to the phase trio below:
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Each player can come up with a legend or two told by a group or race of mortals about an event in your Clan's history that effected them. Perhaps the tale is told by different groups from different perspectives? This tale could be a prominent piece of folklore to the relevant group effecting their interactions with you.
 
Each player can come up with a legend or two told by a group or race of mortals about an event in your Clan's history that effected them. Perhaps the tale is told by different groups from different perspectives? This tale could be a prominent piece of folklore to the relevant group effecting their interactions with you.
  
====Skills====
+
===Anatomy of a Dragon===
 +
 
 +
No two dragons look the same. With the loss of some of the dragons’ majesty and traditions, they have lost much of their ability to speak verbally. Although they can understand spoken speech, dragons communicate amongst one another through a combination of telepathy and bestial sounds and behaviors. Some truly gifted can communicate in one form or another with other specific races or individuals (to do so requires a stunt).
 +
 
 +
Unfortunately for the survival of the species, they generally mate for life. Rogue dragons who have broken from tradition may occasionally dominate a harem of young females, but such cases are exceedingly rare. Dragon eggs possess an amalgam of the unique mineral makeup of both parents. Young typically take an entire age to incubate and usually hatch at the awakening following a period of hibernation.
 +
 
 +
Precious metals are indeed part of a dragon’s makeup. This is one reason why dragons will amass wealth, or reside in ore-rich lairs. The magnetic and auric qualities of these important alchemical commodities energizes a dragon during slumber and helps to keep its furnace stoked. A dragon possesses a furnace, the fierce internal force of elemental power that serves as a dragon’s personal talisman. Whether powered by fire or alternative elemental forces or elements it is required not only for their potent and destructive breath, but also to keep them aloft during flight. If their furnace extinguishes by releasing all of their energy in one apocalyptic burst, it is costly in terms of time to re-stoke and leaves them vulnerable. Historically, only when a dragon knows its demise is nigh do they release all their energy.
 +
 
 +
All dragons, even the young, are heavily armored with an array of fearsome weaponry at their disposal. Aside from their terrible breath, their fanged maw, talons, wings, tail, and even physical girth are all formidable tools of war. They are easily capable of destroying armies, and a single adult dragon can decimate a city.
 +
 
 +
However, mankind’s ingenuity has tested the dragons’ natural superiority. And now they must adapt or suffer extinction. In this they are sadly limited by their physiology. Lacking hands and few in number they can't adopt the tools or industry of their enemies, even as they learn to fear and respect their newfound power.
 +
 
 +
Dragons generally are solitary maintaining close ties only to close kin. The only exceptions were battles over territory between rival clans and short ritual gatherings to meet prospective mates and exchange lore. Known as Dragon Choruses these gatherings are universally called by the presence of an Elder, one known and respected for the depth of his knowledge. Whether inviting others to his territory or present as a guest in another clan's lands the gathered Dragons learn their kind's history and lore from their elders in oral tradition.
 +
 
 +
Recorded in poetry Dragonlore is almost universally sung. The teacher sings first for their audience and then as they recite the verses their students join in, learning to sing the tale themselves. During the brief (for creatures who measure lifetimes in ages) months they might gather together the Clans exchange tales, magic and lore discovered during their time apart with the most worthy entering what is known as the World's Song, a mostly agreed upon history of the world. In earlier ages these Choruses were the greatest source of knowledge available to the lesser races and some who had befriended one of the Wyrms would be allowed to attend, though never to Sing. Many of the early scholars of Mortal magic and lore learned from the Elder Wyrms at these gatherings, often paying their way with music played to the tune of the songs. Alone among the trappings of civilization Dragons learned to love the playing of instruments, with no Chorus now considered complete without accompaniment.
 +
 
 +
It was during one of these Choruses, now considered the Great Chorus in the World's Song, that the Elder Wyrm convinced the Clans to gather under him in Serpent's Spire. Singing to them of the many losses and defeats dealt to Dragonkind at the hands of Humans and other pettier races, of the divides and feuds that weakened them in the face of the mortal's encroachment, and the ongoing tragedy of their kind's fall he convinced them that their only hope lay in gathering together to share their knowledge and strength as other race's had.
 +
 
 +
Today they have formed a loose alliance and rally around their chosen elder, who at present suffers a wasting curse that none currently understands nor knows how to combat. Rivalries threaten the dragons’ future as much as the next wave of dragon hunters. Many dragons cultivate relationships with a variety of mortal minions — dwarves to craft more formidable defenses, barbaric northman tribes to serve as lookouts and spies, as well as craftsmen and scribes to do such menial tasks that a dragon could not or would not do.
 +
 
 +
===Skills===
  
 
All beginning characters are assumed to be adult dragons (Great +4). A dragon’s Age level (see ‘Age’ skill below) also places a cap on its Skill Pyramid.
 
All beginning characters are assumed to be adult dragons (Great +4). A dragon’s Age level (see ‘Age’ skill below) also places a cap on its Skill Pyramid.
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*Wisdom (Empathy, Lore)
 
*Wisdom (Empathy, Lore)
  
'''AGE''' (Physique)
+
====AGE (Physique)====
  
 
This skill is divorced from the skill pyramid and progresses regardless of the others according to the March of Ages which closely influences a dragon’s hibernation cycle (in other words, it is set with a rank from +1 or +8 and does not fit into the skill pyramid). All dragons who successfully prepare their lairs and hoard for the coming slumber and emerge uninterrupted automatically increase their Age skill one step along the following chain:
 
This skill is divorced from the skill pyramid and progresses regardless of the others according to the March of Ages which closely influences a dragon’s hibernation cycle (in other words, it is set with a rank from +1 or +8 and does not fit into the skill pyramid). All dragons who successfully prepare their lairs and hoard for the coming slumber and emerge uninterrupted automatically increase their Age skill one step along the following chain:
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*'''Tail Slap.''' Once per conflict, gain +2 to create a '''''Shaken''''' or similar advantage up to one zone away.
 
*'''Tail Slap.''' Once per conflict, gain +2 to create a '''''Shaken''''' or similar advantage up to one zone away.
  
'''BREATH''' (Shoot)
+
====BREATH (Shoot)====
  
 
This works just like Shoot, however a dragon’s Nature aspect will always color the narrative flavor of the breath. Thus, a dragon with '''''Fires of Rage''''' as a nature aspect will always attack with a flame-themed breath weapon. Also see relevant parts about a dragon’s Furnace in Age, above.
 
This works just like Shoot, however a dragon’s Nature aspect will always color the narrative flavor of the breath. Thus, a dragon with '''''Fires of Rage''''' as a nature aspect will always attack with a flame-themed breath weapon. Also see relevant parts about a dragon’s Furnace in Age, above.
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*'''Widen Blast.''' Once per conflict when you check a 2-stress Furnace box or greater, you gain +2 to attack with Breath and may attack multiple targets within your own zone by splitting shifts between the targets.
 
*'''Widen Blast.''' Once per conflict when you check a 2-stress Furnace box or greater, you gain +2 to attack with Breath and may attack multiple targets within your own zone by splitting shifts between the targets.
  
'''CONJURE'''
+
====CONJURE====
  
 
Conjuration is not one skill, but rather a body of magical skills, each with its unique name and place within a dragon’s skill pyramid. Examples include Domination, the act of cowing a populace, Stonecraft, the act of summoning and manipulating rock and gems, or Stormancy, the art of commanding the weather. Each must be chosen as a unique skill that controls, manipulates, or creates a narrowly defined portfolio of abilities. A special stunt must be taken to add attack or defend to the default actions of the magical skill.
 
Conjuration is not one skill, but rather a body of magical skills, each with its unique name and place within a dragon’s skill pyramid. Examples include Domination, the act of cowing a populace, Stonecraft, the act of summoning and manipulating rock and gems, or Stormancy, the art of commanding the weather. Each must be chosen as a unique skill that controls, manipulates, or creates a narrowly defined portfolio of abilities. A special stunt must be taken to add attack or defend to the default actions of the magical skill.
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*'''Telepathy (Requires Conjure: Psion).''' You may speak to any mortal regardless of tongue if you succeed in placing a positive emotional aspect on a target.
 
*'''Telepathy (Requires Conjure: Psion).''' You may speak to any mortal regardless of tongue if you succeed in placing a positive emotional aspect on a target.
  
'''COURAGE''' (Will)
+
====COURAGE (Will)====
  
 
The Courage skill represents your dragon's general level of mental fortitude, the same way that Age represents your physical fortitude. The Courage skill gives you additional sanity stress boxes or consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes. This slot can only be used for mental harm.
 
The Courage skill represents your dragon's general level of mental fortitude, the same way that Age represents your physical fortitude. The Courage skill gives you additional sanity stress boxes or consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes. This slot can only be used for mental harm.
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*'''Resolve.''' Once per session, immediately remove any negative emotional mild consequence on your turn.
 
*'''Resolve.''' Once per session, immediately remove any negative emotional mild consequence on your turn.
  
'''CUNNING''' (Buglary/Crafts/Deceive)
+
====CUNNING (Buglary/Crafts/Deceive)====
  
 
This is a stand-in for Core's Buglary, Crafts, and Deceive skill, representing the more duplicitous nature common among many dragons. Scale is always a factor in shaping the narrative with massive flying serpents. Make sure to ground action in terms that can be easily justified. For example, a dragon picking the pocket of a person walking on a street is not something this skill will be used for. However, finding the lair of a rival dragon or placating and angry rogue dragon would be. Crafting-type skills would also be very limited in scope by what one can imagine a dragon doing without opposable thumbs and tools.
 
This is a stand-in for Core's Buglary, Crafts, and Deceive skill, representing the more duplicitous nature common among many dragons. Scale is always a factor in shaping the narrative with massive flying serpents. Make sure to ground action in terms that can be easily justified. For example, a dragon picking the pocket of a person walking on a street is not something this skill will be used for. However, finding the lair of a rival dragon or placating and angry rogue dragon would be. Crafting-type skills would also be very limited in scope by what one can imagine a dragon doing without opposable thumbs and tools.
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*'''It Takes a One to Know One.''' Use Cunning instead of Empathy to perceive lies and deceit in another dragon.
 
*'''It Takes a One to Know One.''' Use Cunning instead of Empathy to perceive lies and deceit in another dragon.
  
'''HOARD''' (Resources)
+
====HOARD (Resources)====
  
 
Hoard describes your dragon’s cache of unique wealth and the ability to leverage it against certain wants. Note that a hoard is not necessarily in the common coinage and loot in stories, but also resonant minerals and other natural resources in raw form, and may include the physical space in which one lairs. This might not always reflect wealth on hand, it might be tied to land or vassals as much as gold.
 
Hoard describes your dragon’s cache of unique wealth and the ability to leverage it against certain wants. Note that a hoard is not necessarily in the common coinage and loot in stories, but also resonant minerals and other natural resources in raw form, and may include the physical space in which one lairs. This might not always reflect wealth on hand, it might be tied to land or vassals as much as gold.
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*'''Money Talks.''' You can use Hoard instead of Majesty in any situation where ostentatious displays of material wealth might aid your cause.
 
*'''Money Talks.''' You can use Hoard instead of Majesty in any situation where ostentatious displays of material wealth might aid your cause.
  
'''MAJESTY''' (Provoke/Rapport)
+
====MAJESTY (Provoke/Rapport)====
  
 
Majesty is for evoking powerful or subtle emotions in a target, or manipulating behaviors in others. Most often this is done in a big majestic way. Think dragons. Big ones. However, since by nature dragons cannot verbally communicate outside their kind, this limits the shape and form an action takes. On the other hand, 90% of all communication is non-verbal. A pernicious low growl or narrowed eyes can say a tremendous amount.
 
Majesty is for evoking powerful or subtle emotions in a target, or manipulating behaviors in others. Most often this is done in a big majestic way. Think dragons. Big ones. However, since by nature dragons cannot verbally communicate outside their kind, this limits the shape and form an action takes. On the other hand, 90% of all communication is non-verbal. A pernicious low growl or narrowed eyes can say a tremendous amount.
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*'''Revered.''' If you’re in an area where you’re respected or revered, you can use Majesty in place of Territory. You may be able to establish your popularity by spending a fate point to declare a story detail, or because of prior justification.
 
*'''Revered.''' If you’re in an area where you’re respected or revered, you can use Majesty in place of Territory. You may be able to establish your popularity by spending a fate point to declare a story detail, or because of prior justification.
  
'''PROWESS''' (Fight)
+
====PROWESS (Fight)====
  
 
Dragons represent complete war machines, with an array of natural weaponry. Teeth, claws, tail, wings, and even its plated body can be used to wreak havoc through physical conflict. Most combat will take place on the appropriate scale; dragon versus dragon may be a source of violence, or against mortals on the scale of an army or city. For ranged combat, Breath is the appropriate skill. Many unique physiological dragon features useful in combat will be kitted out as Prowess stunts.
 
Dragons represent complete war machines, with an array of natural weaponry. Teeth, claws, tail, wings, and even its plated body can be used to wreak havoc through physical conflict. Most combat will take place on the appropriate scale; dragon versus dragon may be a source of violence, or against mortals on the scale of an army or city. For ranged combat, Breath is the appropriate skill. Many unique physiological dragon features useful in combat will be kitted out as Prowess stunts.
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*’’’Typhoon Blast.’’’ When you have enough room to justify kicking up debris and wind with your tail or wings, once per scene you may make a ranged attack with Prowess to a target up to one zone away.
 
*’’’Typhoon Blast.’’’ When you have enough room to justify kicking up debris and wind with your tail or wings, once per scene you may make a ranged attack with Prowess to a target up to one zone away.
  
'''SENSES''' (Investigate/Notice)
+
====SENSES (Investigate/Notice)====
  
 
This skill combines Core’s Investigate and Notice skills, representing a dragon’s keen awareness of its natural environment. Sight, smell, hearing, including attempts to discern things both actively and passively are covered here. Dragons can  even subtlety detect magnetic or magical emanations with this skill as long as they are physical in nature. For sensing emotions or attempts of lying in a target, Wisdom is the appropriate skill.
 
This skill combines Core’s Investigate and Notice skills, representing a dragon’s keen awareness of its natural environment. Sight, smell, hearing, including attempts to discern things both actively and passively are covered here. Dragons can  even subtlety detect magnetic or magical emanations with this skill as long as they are physical in nature. For sensing emotions or attempts of lying in a target, Wisdom is the appropriate skill.
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*'''Scent Tracker.''' +2 to Overcome with Senses when following a trail by scent.
 
*'''Scent Tracker.''' +2 to Overcome with Senses when following a trail by scent.
  
'''STEALTH'''
+
====STEALTH====
  
 
The Stealth skill allows you to avoid detection, both when hiding in place and trying to move about unseen. It pairs well with the Cunning skill.
 
The Stealth skill allows you to avoid detection, both when hiding in place and trying to move about unseen. It pairs well with the Cunning skill.
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*'''Slippery Target.''' Provided you’re in darkness or shadow, you can use Stealth to defend against Breath or ranged attacks from enemies that are at least one zone away.
 
*'''Slippery Target.''' Provided you’re in darkness or shadow, you can use Stealth to defend against Breath or ranged attacks from enemies that are at least one zone away.
  
'''TERRITORY''' (Contacts/Crafts)
+
====TERRITORY (Contacts/Crafts)====
  
 
The Territory skill represents the influence of a dragon's own personal realm and the ability to shape that territory. The various flora, fauna, and even civilized people that settle in the vicinity of a dragon lair are the source of information, allies, protectors, and even lookouts. The dragon has the ability to shape the sources of food and flora, and to a degree, the form and shape of whatever lair the dragon chooses, provided this can be done with a dragon's physiology. The nature of a dragon will often shape, narratively, what sorts of allies and physical habitat he may draw upon or influence. Depending on the nature of a dragon, this can include the ability to communicate with whatever denizens live in his habitat.
 
The Territory skill represents the influence of a dragon's own personal realm and the ability to shape that territory. The various flora, fauna, and even civilized people that settle in the vicinity of a dragon lair are the source of information, allies, protectors, and even lookouts. The dragon has the ability to shape the sources of food and flora, and to a degree, the form and shape of whatever lair the dragon chooses, provided this can be done with a dragon's physiology. The nature of a dragon will often shape, narratively, what sorts of allies and physical habitat he may draw upon or influence. Depending on the nature of a dragon, this can include the ability to communicate with whatever denizens live in his habitat.
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*'''My Turf.''' Whenever someone initiates a conflict against you in your realm, you use Territory instead of Senses to determine turn order.
 
*'''My Turf.''' Whenever someone initiates a conflict against you in your realm, you use Territory instead of Senses to determine turn order.
  
'''WINGS''' (Athletics/Drive)
+
====WINGS (Athletics/Drive)====
  
 
The Wings skill represents your dragon’s general level of physical fitness, whether through training, natural gifts, or genre-specific means (like magic or genetic alteration). It’s how good you are at moving your body. It also represents your ability to fly and navigate the skies as long as the dragon has their last Furnace stress box unchecked.
 
The Wings skill represents your dragon’s general level of physical fitness, whether through training, natural gifts, or genre-specific means (like magic or genetic alteration). It’s how good you are at moving your body. It also represents your ability to fly and navigate the skies as long as the dragon has their last Furnace stress box unchecked.
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*'''Dive.''' You move two zones for free in a conflict without rolling, instead of one, provided you are flying higher than your intended zone an nothing intervenes.
 
*'''Dive.''' You move two zones for free in a conflict without rolling, instead of one, provided you are flying higher than your intended zone an nothing intervenes.
  
'''WISDOM''' (Empathy/Lore)
+
====WISDOM (Empathy/Lore)====
  
 
The Wisdom skill is about knowledge, inner discernment, and intuition, combining Core’s Empathy and Lore into one. In terms of actual knowledge, all dragons record their history in Choruses (see “Anatomy of a Dragon”, above). Dragons may spot behavior changes or emotional states in others with Wisdom.
 
The Wisdom skill is about knowledge, inner discernment, and intuition, combining Core’s Empathy and Lore into one. In terms of actual knowledge, all dragons record their history in Choruses (see “Anatomy of a Dragon”, above). Dragons may spot behavior changes or emotional states in others with Wisdom.

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