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New Game: Dragon Clans


quozaxx

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I have a new game on Hero Central called Dragon Clans.  Come and check it out.  Here is some information about the game.

 

Many of you have played in a Fantasy Hero genre, and perhaps many of you have played character that have gone up against dragons. But have you ever played a dragon before? This game is about 4 dragon clans (or tribes if you prefer). They live and interact with each other, and the other creatures of the area. You will be a dragon in this game.

 

Hierarchy:

Dragons are not required to mate in any particular season, but often mate in the early to mid spring, but can mate as late as late Summer so the hatchlings are old enough to not die in a harsh winter or summer. They females gestate the eggs for 3 month. Then the eggs are laid. After the eggs are laid, they are about the size of a 3-year old human. Dragons usually only lay one or two eggs at the most.

 

The eggs are then watched over for 3 months until they hatch. This is the period where they are most likely to be nabbed by humanoids. Since baby dragons (called hatchlings) can be brought up to serve a humanoid.

 

Hatchling are born with their distinctive colors, ridges, claws, wings, etc. They look just like a miniature full-grown dragon. They cannot fly, have magic, or a breath weapon for 3 more months. They also, have to be carefully guarded.

 

All dragons are reptiles, and resemble the dinosaur, alligator or Crocodile the most. They have a tail, many sharp teeth, talons (or sometimes called claws), long necks, bat-like wings, and scales. They usually have no hair. But, because they are magical creatures, they are not cold-blooded like most reptiles, and have to forage through the winter.

 

All dragons have one scale that does not protect them. It is considered location 18. You will be branded a coward and no more than a hatchling if you try to cover this spot. You will be dishonoring your clan if you cover this spot up. This scale is only slightly discolored from the rest of the scales and is up to a -5 to perceive (some are easier to perceive then other). And if you try to disguise the scale – well, just see the facts above. What are you anyways, a hatchling? Scaredy hatchling, that's what they should call you!

 

The name of a hatchling always ends with the word “Ling” such as, Fireling, Blueling, Pepperling, (and so forth). This is to determine, always what age of a dragon another dragon is talking about, even to other clans.

 

After they are 3 months old, after hatching, their wings are fully grown and they can start to learn to fly. It is during this age where the hatchlings start to develop their special weapon. Most dragons produce some type of breath weapon or an affinity towards magic (see below). The most common breath weapon is fire, but it can be almost any type of breath. Air, Darkness, Earth, Electricity, Fire, Force, Gravity, Holy (or unholy), Ice, Light, Sonic, Vibration, or Water (or something else I haven't thought of).

 

Hatchlings that gain a breath type weapon, only have that one ranged weapon. They will be part of the Combat Warriors. They will be taught how to use their tails, flight, claws, and breath in close Hand-to-hand combat. More on Combat Warriors later.

 

Or a hatchlings can gain the ability to cast magic. These are called Arcane Dragons. They can learn a variety of spells, and there are two ways of learning spells (which has their own section). They are the distant fighters. They use their wings to avoid a hand-to-hand fight. But they do not have a breath weapon. Sometimes Arcane Dragons do not cast offensive powers. But again we'll go into more on that later.

 

Or a hatchling can gain the ability to heal. These are called Medicine Dragons. Medicine Dragons do not normally fight at all. They hold back to heal the sick or injured. But they may be able to learn low level mental powers.

 

After a total of 6 months, from being hatched, the dragons have shown what type of dragon they will become, then a naming ritual is given to the hatchlings, and they become apprentices. Their names change to have the word “ridge”, instead of “Ling”. So Fireling, becomes Fireridge. Blueling, becomes Blueridge, Pepperling becomes Pepperridge (and so on)

 

They will be given a Warrior to teach them how to hunt, fight, live their code, and so on. (This is where the players will enter the game, still a hatchling, but about to given their new names) They will remain apprentices for the minimum of 12 months. They must have joined a gathering (see below), show off their fighting skills, capture an illusive prey, show their loyalty, and use their natural weaponry creatively before they can become a Warrior.

 

When an apprentice becomes a warrior, they have another naming ceremony where a new (most likely permanent) name is chosen. This name can be more original than just adding ling or ridge to the end of the name. Most names keep their basis. (Like Fireridge to Fire-breath, or Blueridge to Blue-stream. Or Pepperridge to Pepper-back). The only adage they cannot choose is “star”.

Most Warriors are the same rank, but they do follow a deputy and a leader. The leader appoints his or her deputy, and when the leader dies, the deputy immediately becomes the leader., and a new deputy must be chosen before the following midnight. Also, if a deputy dies, a new deputy should be named before the following midnight. All leaders have the name “Star” at the end of their name. (Like Pepper-back to Pepperstar).

 

When a dragon becomes a leader they visit a special place, and get a total of 5 lives (if the Star Clan dragons have accepted them – see below)

 

How the original leader was chosen has been lost generations ago. Not even the elders know how the original leaders of each clan became leader. When a dragon starts to get where they cannot perform their duties, due to age, sickness, blindness, deafness, or retirement; they become elders. But an elder is usually the minimum of 100 human years old to be considered an elder. Most dragons live to be about 800 human years old.

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Presently, there are 4 living Clans.

The Forest Dragon Clan

The Mountain Dragon Clan

The River Dragon Clan

The Shadow Dragon Clan

 

There is also the Dark Clan, Rogue Dragons, Dragon Pets, and Star Clan Dragons.

 

I will go into more details about the 4 main clans on their own page, since some clans vary wildly on ideals.

The Star Clan and the Dark Clan are where dragon's spirits go when they die. The Star Clan dragons are where the “good” dragons go when they die, and the Dark Clan is where “bad” or “evil” dragons go when they die.

Star Clan is also sometimes known as Celestial Clan or Dragons. And they live in the stars at night, and sometimes give prophesies to dragons, usually in dreams. They can only guide, and usually are very mysterious and vague about what is required.

 

The Dark Clan is also known as the Evil Clan or even Dark Magic and sometimes known as Shadow Clan, since all Shadow Dragons follow Dark Magic. But a dragon must be power hungry, murderous, evil, or truly hateful to go there when they die. Not all dragons believe this. Some believe that they are just determined, not evil, and just easier to follow than the Star Clan Dragons.

 

Rogue Dragons, are dragons that do not belong to any clan at all. They sometimes help and sometimes hinder other dragons. And each one may be different from another.

 

Dragon Pets are dragons that were stolen as eggs or hatchlings and now serve a humanoid master. They are at their beck and call and do whatever their owner requires them to do. It is very difficult to get a Dragon Pet to leave its owner and join a clan. But it has happened before. Dragon pets usually have an easy going life, always a shelter, and being fed (never having to hunt for food)

 

(Add to the basic Dragon Template below)

River Dragons

 

5 Life Support (Expanded Breathing (Water and air))

7 Swimming +4m (6m/24m total) (x4 Noncombat)

3 KS: Waters, Oceans, and Water Wildlife 11-

 

Mountain Dragons

3 Climbing 11-

3 KS: Hidden Caves 11-

5 Life Support (Expanded Breathing (High Altitude Air, and normal Air))

4 +2 with Flight

 

Forest Dragons

3 Animal Handler 11-

3 KS: Sprites, Fairies, and other forest spirits 11-

9 Endurance Reserve (20 END, 10 REC) (13 Active Points); Only in their own forest (-1/2)

 

Note: The dragon template below may seem a little weak for a dragon; but please remember, that you are just beginning and very young. Sometimes instead of XP, I will raise up some attribute depending on how the story plays out.

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The Warrior Code is as follows:

  1. Defend your Clan, even with your life. You may have friendships with dragons from other Clans, but your loyalty must remain to your Clan, as one day you may meet them in battle.

  2. Do not hunt or trespass on another Clan's territory.

  3. Elders, queens (medicine dragons), and kits must be fed before apprentices and warriors. Unless they have permission, apprentices may not eat until they have hunted to feed the elders. If any warrior or apprentice is sick or injured, they may eat while the elders, queens, and kits are eating.

  4. Prey is killed only to be eaten. Give thanks to Star Dragons (or Dark Dragons) for its life.

  5. A hatchling must be at least six moons old to become an apprentice.

  6. Newly appointed warriors will keep a silent vigil for one night after receiving their warrior name.

  7. A dragon cannot be made deputy without having mentored at least one apprentice.

  8. The deputy will become Clan leader when the leader dies, retires or is exiled.

  9. After the death or retirement of the deputy, the new deputy must be chosen before moonhigh.

  10. A Gethering of all four Clans is held at the full moon during a truce that lasts for the night. There shall be no fighting among Clans at this time.

  11. Boundaries must be checked and marked daily. Challenge all trespassing dragons.

  12. No warrior can neglect a hatchling in pain or danger, even if the hatchling is from a different Clan.

  13. The word of the Clan Leader is the warrior code.

  14. An honorable warrior does not need to kill other dragons to win his/her battles, unless they are outside the warrior code or if it is necessary for self-defense.

  15. A warrior rejects the soft life of a dragon pet.

  16. Each Clan has the right to be proud and independent, but in times of trouble they must forget their boundaries and fight side by side to protect the four. Each Clan must help the others so that no Clan will fall.

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Basic Dragon Template:

The following is the Template in which all players start with, and they can have 25 point to add to their dragon, (after they add their specific type - see each type below.).

 

No Stop Sign Powers, or Advantages, (Clairsentience, Desolidfication, Extra-Dimensional Movement, FTL Travel, Summon,Transform, Does BODY, Double Knockback, Megascale, Transdimensional, Uncontrolled, Usable on Others, or Variable Advantages).

 

But please note, your adversaries may have these powers or advantages.

 

You may have the max of one (and only one) Exclamation Power or Advantage. So if you want Damage Negation – that is all you can have. (Or Regeneration for that fact). Do not count the Damage Reduction below when considering exclamation powers . Luck will be capped at 3d6.

 

Only 2 levels of Combat Skill Levels may be purchased since you are still learning.

And you must add 15 points in Complication to separate you from all the other dragons. (See Arcane Dragons below for some possible Complications)

 

Please note that below are just templates, and you will learn most of the skills, how to control your powers, and such in role play. You do NOT have to take any of the skills at the level they are presented and may lower them, or raise them (with your 25 points) accordingly.

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Val Char Points Roll

25 STR 15 14- STR roll 5d6

15 DEX 10 12-

20 CON 10 13-

10 INT 0 11- PER roll 11- (+2 with all Senses)

10 EGO 0 11-

20 PRE 10 13- PRE roll 4d6

5 OCV 10

5 DCV 10

3 OMCV 0

3 DMCV 0

4 SPD 20 Phases 3, 6, 9, & 12

6/16 PD 4 16PD/10rPD

6/16 ED 4 16ED/10rED

12 REC 8

40 END 4

20 BODY 10

45 STUN 13

 

SKILLS, PERKS, & TALENTS

Cost Name Roll

5 KS: Dragon Lore 14-

3 KS: History 11-

3 KS: Flora and fauna of area. 11-

3 KS: Boundaries of area, and Scents of Clans 11-

3 Persuasion 13-

3 Survival (choose appropriate environment) 12-

3 Lightsleep

 

POWERS AND EQUIPMENT

Cost Name Power/Equipment END

47 Draconic Weapons Multipower, 47-point reserve

4v Bite 1) HKA 1d6+1 (3d6 w/STR) (20 APs) END 2

4v Talons 2) HKA 1d6 (2d6+1 w/STR), Armor Piercing (+¼) (19 APs) END 2

1v Tail Bash 3) Hand-To-Hand Attack +2d6 (10 APs); Hand-To-Hand Attack (-½) 1

10 Protection From Natural Weapon

Energy Damage Reduction, Resistant, 25% (15 APs); Only Works Against Natural Weapon (-½) (such as Earth magic for Earth Arcane Dragons, or Fire for Fire-breathing dragons)

9 Heavy Knockback Resistance -9m

5 Strong Mind Mental Defense (5 points total)

8 Magical Beast Power Defense (8 points)

3 Lives Long: Life Support (Longevity: 800 Years)

30 Wings Multipower, 30-point reserve

1f Flying 1) Flight 15m (15 APs); Restrainable (-½) 1

1f Wing Buffet 2) Hand-To-Hand Attack +2d6 (10 APs); Hand-To-Hand Attack (-½) END 1

10 Dragon's Eyes Infrared Perception (Sight Group) plus Ultraviolet Perception (Sight Group)

5 Dragon's Nose Tracking with Normal Smell

6 Dragon's Senses +2 PER with All Sense Groups

6 Tail Extra Limbs, Inherent (+¼) (6 APs)

30 Scaly Skin Resistant Protection (10 PD/10 ED), Does not protect location 18 (+0)

 

MATCHING COMPLICATIONS

Cost Complication

15 Physical Limitation: Huge, up to eight times human size (16m, or 4.1-8"; -6 DCV, +6 to PER Rolls to perceive) Frequently, Slightly Impairing

15 Physical Limitation: Limited Manipulation Frequently, Slightly Impairing

10 Physical Limitation: Reduced Leap, can only leap half as far as STR indicates Infrequently, Slightly Impairing

20 Reputation: terrifyingly powerful creature, Almost Always (14-), Extreme (not versus other dragons)

 

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Combat Dragons:

Combat Dragons are the more “traditional” dragon that one sees in history, movies, or books. Some dragons in history are cruel and evil, but the dragons in this game have varying personalities just like humans.

Combat Dragons patrol the borders, defend their land, and hunt food for the whole clan. Combat Dragons are the only dragons that can learn Martial Arts type of fighting.

Combat Dragons will have the following upgrade to the dragon template.

3 Breakfall (to upright yourself quickly in battle)

10 Martial Arts (see below) (you will start with the top and work your way down the list)

3 Shadowing (for following prey or opponents – major minus when flying)

3 Stealth (to sneak up on prey or opponents – major minus when flying)

3 Tracking (to find prey to eat)

 

22 Fire Breath (Or weapon choice)

RKA 2d6, Area Of Effect (24m Line; +½) (45 APs); Increased Endurance Cost (2x END; -½),  No Range (-½) END 8

Please note that the breath weapon can be any special effect and some dragons do not have defenses against some attacks, or have a vulnerability to some types of attacks. It has to be 45 active points or less, and be a total of 25 points (after Limitations) or less when you are done. Above is just an example. You could shoot out spikes that are penetrating and attack PD if you prefer. But it does have to come from the mouth.

 

Martial Arts: Dragonfight (Default Element is Talons, Tail, or Natural Weapons)
4 pt Charge: 1/2 Phase, +0 OCV, -2 DCV, Weapon +2 DC +v/10 Strike, FMove
5 pt Brace: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 pt Seize with Jaws or Claws: 1/2 Phase, +0 OCV, +0 DCV, Grab one Limb, +10 STR to hold on, Weapon
4 pt Crush/Slash/Shake/Drag: 1/2 Phase, +0 OCV, +0 DCV, Weapon +4 DC Crush, Must Follow Grab
5 pt Tail Swipe / Wing Clip: 1/2 Phase, +0 OCV, +0 DCV, +v/10; Target Falls; FMove
5 pt Grapple: 1/2 Phase, -2 OCV, -2 DCV, 10 STR , Block, Must Follow Grab, Grab 5 limbs, +20 STR to hold, You Fall, Opponent Falls, Unbalancing: Opponent strikes first next phase

Combat Dragons usually learn the maneuvers in order.

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Arcane Dragons:

Arcane Dragons main job is to protect the camp, and be able to attack at a distance. Some Powers are more covert (like invisibility or Shape Shift) and can be used in other ways beside a distant fighter. Just do not purchase Mental Powers or Healing (see medicine dragons below)

 

Arcane Dragons do not have a breath type weapon, but rather can lean magic. There are 2 types of ways to learn magic. No VPPs until the Dragon graduates from being an apprentice. Most magic are learned in specific school types like Water and Ice; Fire and Heat; Earth and Stone; Air and Wind, Forest Magic, Dark and Chaos Magic, Light Magic; Necromancy (not recommended), and so on. You MUST limit your dragon on a specific type of magic.

 

The most common types are Elemental Magic.

All Arcane Dragons have the following Skills:

3 Spell Research

3 KS: Arcane Lore

3 KS: Spell components (gestures, incantations, foci, etc)

3 Language: Spell casting (Fluent, literate)

9 Power Skill (aka Magic Roll) Base + 3

 

Now before I go into what powers Arcane Dragons have let me start by describing the two schools of magic. One is magic that comes from Celestial or Star Dragons – known as Star Magic. Every one of these magic powers have Incantations, Gestures, Concentration, Magic Skill Roll, and usually at least one other Limitation because you are still learning. The Active points on the spells are 45, and can be purchased in a multipower.

 

Dark or Shadow Magic is the other type of Magic (most often called Dark Magic). It also has a Magic Skill roll but you do NOT have to have Incantations, Gestures, Concentration, or any other Limitation; BUT you DO have to take the Psychological Complication, Corruptible. Corruptible means that you are drawn into evil deeds more easily. You may be more likely to be greedy, selfish, or look away when someone gets hurt. But you can fight against it, but may never buy it off, unless you want to start tacking on the limitations – even after you have perfected it.. Again 45 Active points and can be purchased in a multipower. Basically you are selling a part of your soul to do easy magic.

(15 Psychological Complication: Common, Strong Corruptible)

 

You can decide whether you want to learn Dark Magic publicly or privately. Privately, means that you are most likely pretending to learn Star Magic, but instead skipping some of the time and effort needed to learn Star Magic. You might do the Gestures or Incantations, but only for show. You still have to take the Corruptible Complication, but you can make it Uncommon (for only one or two powers), or Moderate (or both). But if you decide that route; you must include the Social Complication: Hidden Secret.

 

You can also be proud of your Dark magic and display it for all to see. It's easy to do; and it's not hurting anyone so why not. If you do that, you also should really take the Social Complication: Follower of Dark Magic. Because everyone will try to convince you that it is the wrong path, and that it will make you evil.

 

Star Magic is slow and often hard to learn, Dark magic is often fast and easy to learn. In addition to the overall 25 points you can add to your character, you have 25 Real points for making your multipower if you follow the Star Magic. And you have 40 Real points if you follow the Dark Magic.

 

It is not unlikely for a person to try to change from one school of magic to another. For example, if you are tired of looking the other way and being corruptible because you have followed Dark magic and want to buy off your Complication; you may start over with Star Magic, but you start to lose everything that you have learned the “quick way”.

 

Also, some newer students feel that Star Magic is too slow or restricting, and sometimes try and do just one or two powers “the Dark magic way”. Well, you still have to purchase the complication, but may only have it at the Moderate or Uncommon level. (see above for details)

Just be sure and talk to me with your concept.

 

Example Star Magic: Earth Element.

20 Earth Powers: Multipower, 45-point reserve, (45 Active Points); all slots Requires A Roll (Skill roll (Magic Roll); -1/2), Gestures (-1/4), Incantations (-1/4), Concentration (½ DCV, -1/4)

2f Stone Wall touch : Barrier 10 PD/5 ED, 5 BODY (up to 10m long, 5m tall, and 1/2m thick) (45 Active Points); No Range (-1/2), Requires A Roll (Skill roll (Magic Roll); -1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4)

2f Stone Prison touch: Entangle 4d6, 4 PD/4 ED (Stops A Given Sense Normal Sight) (45 Active Points); No Range (-1/2), Requires A Roll (Skill roll (Magic Roll); -1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4)

1f Blast 7d6 (35 Active Points); Requires A Roll (Skill roll (Magic Roll); -1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4)

 

Example: Dark Magic: Earth Element

30 Earth Powers: Multipower, 45-point reserve, (45 Active Points); all slots Requires A Roll (Skill roll (Magic Roll); -1/2),

3f Stone Wall: Barrier 10 PD/5 ED, 5 BODY (up to 10m long, 5m tall, and 1/2m thick) (45 Active Points); Requires A Roll (Skill roll (Magic Roll); -1/2),

3f Stone Prison: Entangle 4d6, 4 PD/4 ED (Stops A Given Sense Normal Sight) (45 Active Points); Requires A Roll (Skill roll (Magic Roll); -1/2),

2f Blast 7d6 (35 Active Points); Requires A Roll (Skill roll (Magic Roll); -1/2)

2f Sand Storm: Change Environment (-1 to Sight Group PER Rolls, +1 Wind Levels, Suffocation, Varying Combat Effects) (38 Active Points); Requires A Roll (Skill roll (Magic Roll); -1/2)

15 Psychological Complication: Common, Strong Corruptible

 

So, if you want to be more powerful, just sell the GM part of your eternal soul. I'm sure that each time you add a new power to your MP, it only sells one tiny more bit form your soul. But it's only a teeny, tiny bit. I'm sure you can handle it.

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Medicine Dragons:

Medicine Dragons (sometimes called queens for the females), take care of the camp, and especially watch over eggs and the hatchlings. They also provide healing to any Dragon in need. Not every injury or disease can be cured with a simple spell.

Any female that becomes pregnant is considered a queen, in name only, until they lay their egg (or eggs), and then they can return to their former status in the Clan.

 

Medicine Dragons all have the following Skills.

3 +3 INT

3 KS: Healing herbs

3 KS: Poisons and cures for poisons.

3 Paramedics

9 Power Skill (aka Healing Magic Roll) Base + 3

50 Simplified Healing: Healing BODY and STUN 5d6 (50 Active Points); Requires A Roll (Skill roll (Healing Magic Roll); -1/2)

 

Note: The Dragon must touch the individual they need to heal. Later on they can learn Transform Spells to Transform Sick into healthy, Blind into seeing, Deaf into hearing, and so on. But not until they are just to become Warriors. (Yes, I realize that this beaks the no Stop Powers rule above. That rule is for starting out dragons)

 

Medicine Dragons are the ONLY dragons that can learn mental spells. (Mental Blast, Mental Illusion, Mind Control, Mind Link, Mind Scan, or Telepathy). But you only have 25 points to play with, (unless you decide to follow the Dark Magic path, then you get 40 (see above)), so you may have to choose carefully what you want, and may have to add multiple Limitations. You can put the Mental Powers in a multipower, but the Healing must stay out of the framework.

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River Dragons

The River Dragon Clan resides on the eastern side, where a wide deep river is, and they do also live on the land, which, if followed far enough, will reach the ocean. The River is a fresh water river and any dragon from any clan can drink from the river, but they are not to take fish from the river.

 

In the northern part of their property, in th middle of this wide river is an island. The Forest dragons believed that this island belonged to them, because is it land and closer to their territory. The River dragons believed that this island belonged to them, since it was in the river.

 

They fought for more than 10 years, and the Forest dragons prevailed. The River dragons conceded and now the island belongs to the Forest dragons. The island is said to have magical properties that could enhance any spell. It is believed that island is what gives the Forest dragons their extra energy.

 

The River dragons' main source of prey is sea life, such as fish, kelp, crabs, lobsters, and so on. Their lair is also only accessible from the bottom of the deepest part of the river. Most other dragons cannot hold their breath that long to even get to the entrance.

 

River dragons do have a large area of forest to live and hunt, but they usually keep to sea life to eat. Only on occasion, like when they tire of fish, or when prey is very plentiful (like in the spring), hunting on dry land is actually encouraged to keep the population to a standard.

 

River dragons can sometimes be seen as aloof, and occasionally flighty. River dragons love to swim, and if not hunting will swim and play in the water often. River dragons are more prone to tying to find a peaceful solution to a problem than most other types of dragons. Personalities tend to “go with the flow of water”.

 

River dragons also have to contend with felines, but not as much as Forest dragons (since River dragons tend to stay in the water, and most felines don't like the water). Water elementals are the River Dragons' worst foe. But they are very rare, and stay in certain areas, that the River dragons know to avoid.

 

Giant Crabs, Water nymphs, Giant Frogs, Mermen, Mermaids, Sirens (very rare), Sea Serpents, Naiad, and Water Trolls are common in this for River Dragons to meet.

 

River Dragons will never work with Orcs and may possibly kill (or scare away) on sight.

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Forest Dragons

The Forest Dragon Clan, resides mostly in the northern forest. Thick, dense trees, can provide some cover . They work well with the fairies of the area, as the fairies help hide their lair. Forest dragons eat both meat, fruits, and vegetables. But, they do need protein to survive.).

 

Their prey are usually large animals such as deer, moose, bears, and other large animals. One large animal can last one dragon a week without having to eat again, but they do have to provide for the entire clan, and that's a lot of meat to get.. Forest Dragons are the only dragons known to eat wild fruit and vegetables. This is a well guarded secret.

 

Forest dragons are usually kind, peaceful, respectful, and helpful. They are fierce, courageous, and loyal. They have a pact with the humanoids and often work with them. They have even allowed some humans ride them in times of great need. But they will refuse to be tethered to the humans as pets.

 

Forest dragons tend to be wise and slow to anger and is the only species of dragons that will work with orcs. They are not stupid and consider each action carefully.

 

The Forest dragons' main enemy is actually large forest cats like the panther and the tiger. (it's a mythical place, but reside in the same forest). Some might wonder why the dragons just don't wipe out the entire population. But the forest spirits (spites, fairies, nymphs etc), believe that the entire forest is a balance, and that the tigers are a very essential part of that balance. Thus, Forest dragons are forbidden from killing any feline.

 

Tigers, panthers, leopards, lions, etc, are the felines of this forest. They have plenty of enemies (mostly humanoids) to be hunted by dragons. They hunt and kill small (and sometimes large) prey, which include hatchlings.

 

Here are just some of the creatures you may see in the forest: Centaurs, Griffins, Manticore, Pegasus, Unicorns, Monstrous Plants, Roc, Giants, Goblins, Hobgoblins, Orcs, Nymphs, Sprites, Fairies, and Ogres

 

Humanoids come in all shapes and sizes, backgrounds and personalities. The most plentiful are Orcs which are considered enemies to most dragons and only work with forest dragons.

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Mountain Dragons

Mountain Dragons reside on the Western side, in the hills and mountains. The air is turbulent, mufti-directional, and can change in a moment's notice. This is the reason why Mountain dragons have better flight capability, and may lead a foe or dragon to the mountains so they have an advantage.

 

There are many hidden caves, valleys, and places on the mountains. This is a carefully guarded secret and they do not tell anyone who is not in their tribe where any of the caves are. One cave, hidden by a natural rock formation, has a fully functioning area where they can hunt, fish, and drink water. This is the area called Paradise, and they do not live there.

Any dragon wishing to leave the clan will have their memories of these secret caves removed. Their main food source is giant mountain goats. Some grow so large that they can sometimes be a meal for the entire clan.

 

Mountain dragons are stable and sturdy. Many have a military type mind set, and are more business than others. They like combat, but not as much as Shadow Dragons do. They can be aggressive and bold, and not afraid to point out their point of view.

 

Mountain dragons main opponents are troll and Giants, but see the note below.

Mountain dragons may encounter Giant bats, Cave Trolls, Giants, Carrion Worms, Chimeras, Griffins, Cyclops, Dark Dwarfs, Goblins, and the occasional bear. Giants are adversaries of the Mountain dragons and think they are food. Right now, there is an uneasy alliance with the Giants. The giants don't attack the dragons if the dragons don't attack the giants. But, not all the giants seem to follow that rule.

 

Mountain dragons know how to use air currents to lift them high quickly, so they can reach higher elevations quicker. They also are taught how to climb mountains without using their wings because one day their wings may be damaged during a fight, and they may have to still get back to their caves.

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General Terms

Crowfood or crow-food – A dead prey animal that has begun to rot; can also be used as an insult (see below).

Dirt - Feces.

Fresh-kill – A recently killed prey animal caught for the purpose of consumption. Fresh-kill is hunted by Combat dragons and their apprentices, and placed on the fresh-kill pile or brought to the elders. Elders, hatchlings, queens, and sick dragons eat first, then the other dragons. Extras stay in the fresh-kill pile.

Four Corners- A place located in the forest territory, where the territory's corners meet, in which four oaks stand and the Clans gather in peace every full moon.

Gathering – The monthly meeting of all the Clans when the moon is full, at either Four Corners or the Island. There is a truce on this night, and no fighting is allowed.

Hunting Patrol – A group of dragons hunting for fresh-kill to bring back for their Clan to eat. May fight if there are trespassers.

Dragon pet – A domesticated pet dragon.

Loner – A dragon that lives by itself and doesn't defend its territory.

Making dirt - Defecating.

Moon Cave– The place in the Mountains where medicine dragons and leaders share information with Star Dragons.

Rogue– A usually hostile dragon who does not have a permanent home, roams around, and does not care about crossing Clan boundaries.

Sharing tongues – dragons grooming each other while sharing the latest gossip. A dragon lies or sits on the ground, talking, while the other grooms their scales, listening.

She-dragon - A female dragon.

She-hatchling - A female hatchling.

Silverpelt – The large swath of stars in the sky (believed in fandom to be the Milky Way). These stars are a direct representation of Star Dragons.

Silverthorn - Barbed wire.

Snowmelt - A term used to describe slush or dirty, melted snow.

Sun-up-place - An ocean to the far East of the River Clans' territories.

Twoleg – A humanoid.

Twoleg hatchlin – A humanoid child.

Twoleg nest – A humanoid's house.

Twolegplace – A town, city, or village where Twolegs live.


Time Terms

Newleaf - The season of spring.

Greenleaf - The season of summer.

Leaf-fall - The season of autumn or fall.

Leaf-bare - The season of winter.

Moon - The time between one full moon and the next, spanning about 29 days, a month.

Moonhigh - When the moon is the highest in the sky; about midnight.

Moonrise - The time when the moon rises.

Half-moon - About two weeks, half a month.

Quarter-moon - About a week.

Sunhigh - The point during the day when the sun is highest in the sky; noon.

Sunrise - One day in dragon time (i.e. One sunrise ago).

Season - A quarter of a year in dragon time. Four seasons equal a year.

Heartbeat - A split second.

Talon-moon - When the moon resembles the shape of talon, equivalent to crescent moon.

Sundown - Dusk.

Sunup – Dawn. However, Dawn is still used for example in the phrase "Dawn Patrol."


Distance Terms

Tail-length - About the length of a dragon's tail; approximately a yard or 1 meter.

Lingstep or hatchstep - About the length of hatchling's step; approximately a foot or a half foot (4.25-6.5 cm)

Talon-length - About the length of a dragon's talon; approximately a inch to a inch and a half. (1.25-2.5 cm)

Step length - About a foot and a half away. (45 cm)

Spike-length - About two or three inches. (5-7.5 cm)

Footprint - About the length of a grown dragon's footprint, roughly six inches. (15 cm)

Tree-length - About the length of a tree; around 40 to 50 feet. (15 m)

 

Wing Flap – About 10m away.

 

Living Spaces

Camp - The place where a Clan makes their permanent home.

Leader's den - The den in camp that belongs to the Clan leader.

Medicine dragon's den - The den in camp that belongs to the Clan's medicine dragon and his or her apprentice. Sometimes referred to as the medicine den.

Warriors' den - The den in camp that is shared between the warriors, mentors, and the deputy of that Clan.

Apprentices' den - The den in camp that is shared between the apprentices of that Clan.

Elders' den - The den in camp that is shared between the elders of that Clan.

Nursery - The den in camp that is shared by the queens and hatchlings of that Clan.

Dirtplace – The place near the camp where dragons go to urinate or excrete.

Fresh-kill pile – The place, usually in the center of the camp, where the warriors drop the prey they caught while hunting, so it is easily accessible to all the dragons in the Clan.

 

Insults, Exclamations, & Phrases

As easy as swallowing a minnow - A phrase used to indicate easiness of the task.

As much use as a dead deer - A (harsh) insult, meaning the recipient is useless.

Bees in your brain - An exclamation meaning confusion or a dragon not making sense. (i.e., You've got bees in your brain!)

Crowfood - A (harsh) insult comparing the recipient to rotting prey animals (as in I'll turn you into crowfood!), or suggesting that they eat it (as in crowfood-eater).

(You're) crazier than a fox in a fit! - An insult used when a dragon (or dragons) are acting crazy. Another variation uses "madder" instead of "crazier."

Doesn't matter a scale/Doesn't catch so much as a scale - An exclamation meaning the dragon does not care, (i.e. it didn't matter a scale that she didn't share their beliefs) similar to I don't give a deertail. Or saying that a patrol didn't catch anything.

Dormouse - An expression or exclamation used against a dragon who sleeps a lot.

Dryfoot- A dragon that dislikes getting wet, usually used in River Dragon Clan.


Flea-brain - A (friendly, yet harsh) insult. Severity of the insult is almost always decided by tone.

Fishface, fishscale or fish-breath - An insult used against River Dragons warriors.

Frog-dung - Same as fox-dung, except it's often used in River Dragons.

Snake-hearted - Similar to the term "fox-hearted," generally used by River Dragons.

Fox-dun  - A (harsh) insult comparing the recipient to fox feces. Also used as an exclamation. (as in That's fox-dung!)

Fox-hearted or Shadow-hearted - An insult meaning cruel, cold-hearted, or evil (as in fox-hearted Twolegs).

Fuzz-brain - A (friendly, but harsh) insult. Severity of the insult is almost always decided by tone.

Great StarClan! - An exclamation used to signify extreme surprise or anger. Similar to Oh my god! in usage and to the fact that they both have mention of a higher force.

Hedgehogs will fly - An exclamation style statement that shows disbelief that a certain event will likely occur (as in That will happen when hedgehogs fly), used in many variations. Somewhat like the human phrase, When pigs fly!

How in Silverpelt? - An exclamation used meaning "How in the world?"

I don't give a deertail/They wouldn't give a deertail - An exclamation meaning that the dragon does not care. Another variation is I would ____ for a couple of deertails meaning that they are willing to do the inserted action for no real reward. Can also mean that a dragon would be stingy enough not to share a deertail.

(I'd) shred you into deerdust! - to gravely injure, rip to shreds. Similar to deermeat.

Make dirt - to use the bathroom.

May StarClan light your path/Banish all the fleas from your nest - A friendly term used to tell others they wish them well.

May the Sun warm your back and the fish leap into your talons- A blessing used in River Dragons used to wish good dreams or, in some instances, to say farewell to a dead dragon.

Minnow-brain - An insult that is friendly but harsh. A River Dragons version of deer-brain.

Deer-brain - A (friendly yet harsh) insult. Severity of the insult is almost always decided by tone.

Deer-dung - A (somewhat harsh) insult comparing the recipient to deer feces. Also used as an exclamation (as in deerdung! That can't be right!). Somewhat like "Darn it!"

deer-hearted - An insult that describes one who is cowardly.

Deerfodder - An insult describing that the dragon is worthless or a dragon pet.

Once a dragon pet, always a dragon pet! - A harsh phrase used to describe a dragon with dragon pet roots.

(Only) StarClan knows (what) - Sometimes used to answer a question that is impossible to answer. Similar to "Only God knows what," "Only God knows," and "God knows."

Pain in the tail - An insult meaning a dragon is irritating or lazy.

Scaredy-deer! - A similar expression to scaredy-dragon, but in dragon terms.

Sorry catches no prey or Sorry fills no bellies - Means dragons can be sorry, but that will not undo what happened.

StarClan's hatchlings! – An exclamation of surprise or disbelief. Sometimes used as an exclamation if a dragon is hurt.

Felines don't change their stripes - means that a dragon doesn't change their nature. Equivalent to "a leopard can't change his spots."

What in StarClan's name?- A exclamation similar to "What on earth?" or "What in the world?"

That's a load of badger droppings - A harsh exclamation saying that something is nonsense.

Thistles and thorns - Used to describe bad luck (as in: Thistles and thorns! I blew it!); similar to "Darn it" or "deer-dung.".

You fight/hunt like a dragon pet! - An expression used to insult or tease a dragon who fights/hunts poorly.

Who made dirt in his/her fresh kill?- A phrase to describe a cranky or suddenly moody dragon.

(I'll) make deermeat out of you! - To badly injure, rip to shreds. Similar to deerdust.

Frog-dirt and Fish-guts - Used in River Dragons, has the same meaning as thistles and thorns.
 

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Star Dragons / Star Clan / Star Magic

 

When a good dragon dies (usually in protecting another dragon), they go to the Silverpelt (basically Heaven or the Milky Way depending on your views). They are not to be given sacrifices or worshiped like a god or deity. They are more for guidance (and plot advancement).

 

They give advice, prophecies, and warning in dreams, visions, or (usually vague) warnings. They can visit a medicine dragon (or other dragons) in a dream and actually carry on a conversation with that dragon. But they do not reveal too much. Like if they said. “Only fire will save your clan”. That may mean a variety of different things. From a forest fire, to a fire-breathing dragon, to a fire colored dragon, to an individual named Fire; or even something completely out-of-the box and you snap your fingers when it's all over saying. “Oh so that's what they meant.”

 

Most common phrases are “Oh, thank Star Dragons”, “Please guide us Star Dragons.”, or “Please don't take them to the Silverpelt yet, Star Dragons.”

 

Many dragons believe that magic (or at least non evil magic) comes from Star Dragons. Others believe that magic comes from another source and that Star Dragons are just there for guidance. Either (or neither) might be true. Just like religion, to each their own.

 

You do not have to follow or believe in either Star Dragons, or Dark Dragons, to be able to wield magic. A few(mostly those that never receive dreams or visions) do not even believe in them at all.

 

Each clan has their own representatives in the Star Dragon Clan.

Mountain Dragon:

Spike Star was the leader of the Mountain dragons before Giant Star. He sacrificed his last 3 lives to get rid of a particularly deadly (and large) Roc. Spike Star was mostly black with poison in the spike on his tail.

 

River Dragon:

Brook Ridge: Brook Ridge was the former apprentice to Ocean Blue, that was killed by the orc attack. Brook Ridge was a muddy brown colored dragon.

 

Forest Dragon:

One Eye: A former elder of the Forest dragons that lost his life from old age. One eye was born with just one eye, but was one of the best combat dragons back in the day. Very wise and kind. One eye was a mostly yellow dragon, with hints of orange.

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I post every other day (mostly).  Weekly posting rate seems very drawn out for a post-by-post game, so I'd hope for more consistent posting rate than that.

 

And just pick a clan that you like.  If I don't get that many players, I may just put everyone in the same clan (probably the Forest dragons)

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I'm planning on applying.  I am thinking of playing a Forest Dragon warrior with an emphasis on hunting more than dragon versus dragon combat.  Kind of a ranger dragon I guess?  Thinking of either having some kind of spine projectile or venom for the breath weapon. Some questions: 
Would you allow the tail to be bought outside of the multipower (the difference being paid for out of our extra points to spend) so it could be used in multiple attacks? 
How flexible is the dragon's shape?  Could a dragon, for example, have a couple meters of reach to represent a particularly long neck?
When you say Stealth and Shadowing will have big penalties while flying, is that on top of the big bonus people already have to spot them due to their size Complication (+6 I think)?  
Is the size penalty to DCV going to always apply, or will it be ignored when fighting characters of equal size?  In other words, will dragons be at -6 DCV versus each other and basically always hit each other?

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I'm planning on applying.  I am thinking of playing a Forest Dragon warrior with an emphasis on hunting more than dragon versus dragon combat.  Kind of a ranger dragon I guess?  Thinking of either having some kind of spine projectile or venom for the breath weapon. Some questions: 

Would you allow the tail to be bought outside of the multipower (the difference being paid for out of our extra points to spend) so it could be used in multiple attacks? 

How flexible is the dragon's shape?  Could a dragon, for example, have a couple meters of reach to represent a particularly long neck?

When you say Stealth and Shadowing will have big penalties while flying, is that on top of the big bonus people already have to spot them due to their size Complication (+6 I think)?  

Is the size penalty to DCV going to always apply, or will it be ignored when fighting characters of equal size?  In other words, will dragons be at -6 DCV versus each other and basically always hit each other?

I prefer playing a roll than rolling dice any day.  So, by all means build your dragon as a type of ranger.

I would allow a power to be bought outside a MP.  But remember you only have 25 points to add to him unless you sell something else down.

I love all types of dragons shapes.  So a reach, and a long neck would be acceptable.

If you are flying, what would you hide behind?  Very tall tree or a cloud?  Many tree tops are smaller in diameter than the bases.  I think I should have said self concealment and Shadowing.  If you are flying and shadowing someone, wouldn't you be out in the open and more easily spotted?  This minus will go down the closer you are to the ground (and have more things to hide behind)

 

I have thought about this actually,  You are larger than a SUV.  That is hard to miss.  I might have to base the DCV on 3 (same as an area of attack) with both size and base DCV in mind.  and then you can adjust accordingly with points.

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I just applied on Hero Central.  Still finishing up my character.  Unfortunately I don't have access to HD right now do to my computer situation at home (most of my posting is at work) so I'll have to manually enter it when I get a chance (hopefully tomorrow). 

Does this look okay for his Breath Weapon:

Venom Spray: Sight Group Flash 3d6, AoE 1m Accurate (+1/2) (22 AP), Limited Range (20m, -1/4), 8 Charges (-1/2), Doesn't Affect Desolid (-1/4) (cost: 11)
    Plus:           RKA 1d6, AoE 1m Accurate (+1/2) (22 AP), Limited Range (20m, -1/4), 8 Charges (-1/2), Linked (-1/2) (Cost: 10)        Total: 44 AP, 21 Real Cost
          

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