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01:42, 17th May 2024 (GMT+0)

DRAGON GAME.

Posted by The GMFor group 0
The GM
GM, 104 posts
Wed 2 Mar 2022
at 19:18
  • msg #1

DRAGON GAME

DRAGON

CHOOSE ONE NEED:
 LAWFUL: Use your power to bring justice
 NEUTRAL: Hoard treasure
 CHAOTIC: Destroy the status quo

--BREATH: your breath is a weapon when you want it to be. Describe it.
(Examples: a line of fire, a cone of fire, a line of burning napalm, acid, poisonous gas, a blast of freezing cold, a sonic blast, a bolt of lightning, a blast of pure light, a cone of furious sandstorm that can strip flesh from bone, a beam of pure energy in the form of plasma that instantly and dramatically heats up whatever it hits, a blast of water like the ultimate fire hose, pure magical chaos that transforms whatever it hits, a blast of gold and silver coins and jewels (you eat them and spit them at your enemies!), just a blast of wind stronger than the strongest cyclone nor hurricane)

The GM will tell you how much damage it does, but it will always be more effective than if you just attacked with tooth and claw and muscle.

When you unleash your breath weapon, roll +Forceful, unless the target is moving fast, in which case roll +Agile.

--On a success, choose two. On a partial success, choose one:

 You can use your breath weapon again before resting to recharge it
 You cause no unwanted collateral damage
 You do not leave yourself exposed to reprisals



You start with 14 hit points.



ONE EXTRA GIFT: Choose one:

 I SMELL WHAT I NEED: When you enter a region, you instinctively sense what the best opportunity to satisfy your need

 UNDER MY PROTECTION: Add an extra +2 to your roll when you defend a being, a place, or a thing, or an idea.

 I AM GOOD FORTUNE: When anyone aids you, they share in your good luck and take an extra +1
forward on their next roll.

 I AM A WEAPON: You can always ask “What here is most vulnerable to me?" When you roll for this, add an extra +1 to the roll, and add an extra +1 when you act upon any information you gain this way.



Fill in the blank for at least one:
    ____________ recently slew a dragon I knew... they may or may not have had a good reason to do so.
    I suspect that ____________ is secretly trying to interfere in my life, though I can't prove it yet.
    I have strong evidence that ____________ has something I want, although I can't prove it yet.
    When I'm concerned about something, I know I can ask the advice of ______________.

(Suggestions on what to fill in the blank or blanks with: the name of another dragon, some kind of elemental, a giant, a mortal hero, a lich, a demigod)



When you unleash your breath weapon, roll +Forceful.
--On a success, choose two. On a partial success, choose one:

 You can use your breath weapon again before resting to recharge it
 You cause no unwanted collateral damage
 You do not leave yourself exposed to reprisals



Flying: When you take flight, roll +Agile.

*On a success, you get where you're flying to without any problems.

*On a partial success, choose one:

 You attract unwanted attention
 Your flight (or your landing) are less than graceful, creating unwanted collateral damage or putting yourself in a spot




Tooth and Claw: You are a little smaller than a 747 jet airplane. You cannot wear or wield weapons, armor, nor equipment made for humanoids, but your teeth and claws are weapons, and your scales give you 3 armor. You do 2d6 damage per attack.


Fearsome Beast:
When you would speak peacefully with someone less powerful than yourself or more powerful than yourself, roll +Charming.

*On a success, they will hear you out.

*On a partial success, they will wait for you to show signs of weakness or hostility, and then flee, attack you, or insult you.





When you gain a level from 2-5, choose from these moves:

 MY TEETH ARE SWORDS
Your natural weapons gain the piercing +2 tags.


NEVER LAUGH AT LIVE DRAGONS
When you take damage, take +1 forward against the source of harm.


 MY ARMOR IS LIKE TENFOLD SHIELDS
Your scales have hardened with age and battle, and now grant 4 armor instead of 3.



 HYPNOTIC PRESENCE
When you stare into an intelligent creatures' eyes, or monologue poetically, roll+CHA.

 *On a success, a single creature is awestruck and will not act unless it is actually harmed.
 *On a 7-9, it will snap back to its senses as soon as it perceives overt hostility or danger.


 THEIR LIKE IS NOT IN THE WORLD TODAY
When you spout lore about the ancient past, take +1 forward.




When you gain a level from 6-10, choose from these moves or the level 2-5
moves.

 MY CLAWS SPEARS
Replaces: My Teeth Are Swords
Your natural weapons have the piercing 3 and forceful tags.

 MY WINGS A HURRICANE
When you roll 12+ on Flight of Dragons, you can choose to scatter any creatures or small structures in your flight path with tremendous gusts of wind.

CRUSTED WITH GEMS
Replaces: My Armor is Like Tenfold Shields
Lying around on treasure all the time has its perks. The treasure encrusted in
your belly negates 1 Piercing tag that any attacks against you might have.


 I ONLY CHEWED IN SELF-DEFENSE
When you gulp down a defeated creature, choose one.
• Heal 4 damage immediately
• Recharge your exhausted breath weapon
• Gain +1 forward against anyone who saw your display of savage hunger


 DRAGON MAGIC
When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:

--It’s going to take days/weeks/months.
--First you must  ___________________.
--You’ll need help from  ___________________.
--It will require a lot of treasure
--The best you can do is a lesser version, unreliable and limited
--You (and anyone helping you) will risk danger from ___________________.
--You’ll have to disenchant ___________________ first to do it.


CHIEFEST AND GREATEST OF CALAMITIES
Your reputation precedes you. When you use tales of your awesome feats as part of your leverage while you parley, take +1 forward.
This message was last edited by the GM at 01:54, Sun 06 Mar 2022.
The GM
GM, 105 posts
Thu 3 Mar 2022
at 16:25
  • msg #2

DRAGON GAME

-
GIANT

Heritage
You carry a duty as old as your people. Choose the Duty you have inherited from your people:

Tree Shepard - Growth & New Life
You hail from the fertile Hills and Steppes. Your Heritage Magic can make plants grow suddenly and well beyond their normal size.

Mountain Giant - Protection & Guarding.
You are born of sturdy Mountain Stone. You are a guardian and protector of Places and People. Your Heritage Magic can block the progress of someone or something, no matter how powerful, until they have paid the price, met your demands, or answered your question satisfactorily.

Jotun - Power & Wisdom
You are a creature of legend. Your Heritage Magic can affect the .


CHOOSE ONE NEED:
 Choose Life: You need to protect and encourage life (of all kinds), both big and small.
 Ally To The Small: You need to protect and aid the small folk (you know, smaller than you) from the many dangers that threaten them... including them endangering each other...
 Don't I Deserve It?: You need to get more treasure! (If others reward you with treasure for your actions, all the better! And if they like you, they're less likely to come steal from you!)


Gigantic
Your large size gives you both advantages and disadvantages. When you bring your size and strength to bear against a problem, roll +Forceful.
*On a success, you choose 2 Actions.
*On a partial success, you choose 1 Action, and the GM chooses 1 consequence.
*On a failure, the GM chooses 1 or 2 consequences:

Actions
--You send someone or something of your choice flying
--You deal your damage
--You crush or smash an item or object of your choice
--You pick up someone or something the size of a human
--You clear an obstacle with a great leap or stride
--You make an opening that was too small just large enough

Consequences
--Your surroundings are damaged by your actions
--Someone you don’t want harmed is put in danger
--Something important is knocked out of reach or damaged
--You lose your footing or get stuck
--You are attacked, or suffer damage from the environment
--You draw unwanted attention to yourself or others



Heritage Magic
When you call on your Heritage Magic to fulfill your people’s Duty, roll +Insightful.
*On a success, your magic bolsters your action substantially.
On a partial success, it helps, but choose 2:

--Its effects aren’t as powerful as you intended
--Its effects won’t last as long as you wanted
--You’ve had to sacrifice something valuable



Camouflage
It is normally very hard for you to hide due to your size. When you stay perfectly still in an environment linked to your Heritage, though, you blend in and others look right past you.



Unusual Diet
Choose a commonly found resource: Wood, Ice, or Stone. When you feast on your Unusual Diet a lot, you can magically shrink down and pass for a Smallfolk (a tallish human, say, or a tall dwarf) for 12 hours. This can end early if you choose. (Make sure you're not indoors nor a small space underground when this ends, though!)



Choose either Enduring Atlas or Hurl to start with. You may take the other as an advanced move when you level up:

Enduring Atlas
When you push yourself beyond your limits to lift the impossible, roll+Forceful.
 *Unless you fail, you lift it.
*On a 10+, choose 1.
 *On a 7-9, choose 2:
The strain harms you, take D2 damage
You are vulnerable to attack
You can’t hold it for long...


Hurl
When you pick up and throw something or someone, roll+Forceful, unless your target is moving fast, in which case roll +Agile.
*On a success, it lands where you intended.
*On a partial success, the GM chooses 1:
--It lands awkwardly
--You or an ally is vulnerable
--You threw it too soft, or too hard!
This message was last edited by the GM at 22:02, Fri 04 Mar 2022.
The GM
GM, 106 posts
Thu 3 Mar 2022
at 18:24
  • msg #3

Re: DRAGON GAME

Elemental Royalty



Elemental Fury: Choose an element. When you lose your temper, take +5 armor ongoing against your element. Your hair, eyes, and voice take on aspects of your element until you calm down.


Air elemental royalty is called a: djinn
Fire elemental royalty is called an: ifrit
Water elemental royalty is called a: marid
Earth elemental royalty is called a: dao
Ice elemental royalty is called a: maridji


* ____________ does not trust me, and for a good reason, which is _________________.
* The spirits have told me to be wary of _____________ , but refuse to tell me why.
* I suspect that ______________ is being used as a pawn in a scheme of _________________.
* _____________ wants an alliance with me, but I'm not sure if it would be beneficial for me or dangerous because ________________.

(Suggestions on what to fill in the blank or blanks with: the name of another dragon, some kind of elemental, a giant, a mortal hero, a lich, a demigod)




CHOOSE ONE NEED:

--Showoff: You always want to take every opportunity to make sure everyone knows how cool you are.

--Lawful: You always want to take power from those who don't deserve it.

--Won't Back Down: When you're involved in a confrontation, you're always tempted to escalate things rather than back down.

--I Don't Care Who Started It: You have a need to persuade others to withhold violence.



Choose one Special Gift:
--Somewhere Over That Way: When looking for a significant source of your element, you can always sense the direction to find it.

--I Don't Need An Appointment: When you seek audience with a noble or leader of any kind, they will always be willing to see you and listen to what you have to say... at least at first.

--Who, Me?: You are invisible to all forms of magic until you cast a spell or lose your temper. Magic can affect you, but no one trying to detect others with magic will notice you-- you trip no magical alarms (until you cast a spell or lose your temper).

--That Did It: When you are dealt damage while level-headed, you may lose your temper to negate the damage.




I Outrank You: When you confront a source of your element, by facing it, or standing in a place of power of your element, lose any existing Fuel and roll+Charming.

 On a Success, hold 3 fuel.
 On a Partial Success, hold 1 fuel.
 On a Failure, the GM holds 1 fuel.

1 fuel can be spent to awaken a helper from the element with a one-word command, or to increase a familiar’s command to three words. Familiars awaken with the temporary, creative, and volatile tags.

You can hold Fuel for as long as you want, until you either use it up or use I Outrank You again.



Wound Up: When you channel an elemental spell while under pressure, roll+Charming.
 On a success, the spell deals 1d10 damage to a target (or, they do something else in keeping with your element).
 On a partial success, also lose your temper. If you’re casting after you've already lost your temper, your spell triggers an elemental cataclysm around you.

Your spells have range (Hand, close, or near) and tags appropriate to your element (fiery, freezing, crushing, grounding, pushy, drenching...

You can use your magic to:

--Attack someone or something

--Transmute: freeze water to ice (if you're Ice), turn normal ground to mud (if you're water), turn stone to magma (slowly, if you're fire), make air smoky (if you're fire), turn mud to hard clay or dry earth (if you're Earth or Fire (it'll be harder if you're Fire), etc.

--Shape: Manipulate and shape your element. Create fine and unique details in its form. For instance, if you're Earth, you can create carved stone blocks, instead of just moving stone chunks around)




What Have You Heard: When you seek information from elemental spirits, ask the GM a question and take...
... +1 if you bring an offering for the spirit(s),
... +1 if it's your element,
... -2 if you’ve recently upset or endangered a spirit, or if it’s an opposed element.

Roll+Charming. On a success, choose 3. On a 7-9, choose 2:

• The spirit(s) answer your question as best they can
• The spirit(s) won’t demand a favor in return
• The spirit(s) don’t waste your time, nor draw out the conversation
• You don’t lose something valuable as payment to the spirit(s)




LEVEL UP MOVES




 I'm Over Here Now
When you dissolve into your element and teleport, choose a target androll+CHA. * On a 10+, you arrive in an elemental shockwave which deals 1d10damage to your target. * On a 7-9, deal damage to yourself as well.

 I Need More
When you confront your element, on a success or partial success, you hold +1 fuel.

 Kingslayer
Add the following to your list of notorious options:
 You learn compromising information about the powers that rule here.


Elemental Purification: When you purify yourself amongst the elements for about an hour, you will be refreshed as if you made camp, ate, and slept, but without the need of any rations or extra time. If you purify for day(s) amongst the elements, it counts as recovering under the care of a healer.

Elemental Armor:
You can effortlessly surround yourself with your element in order to protect your-
self from attacks. While active you gain +2 armor, but suffer -1 to all magical rolls (or +4 armor if you suffer a -2 to all rolls).



When you gain a level from 6-10, choose from these moves or the level 2-5 moves:

 Not my first rodeo
When you deal elemental damage, deal +1d4 damage OR choose the far tag for range, OR choose the subtle tag-- others might miss what you're doing until it's too late.

 Power Overwhelming
You can turn yourself into a being made of your element. While doing so, you have total resistance to your element, and you do 1 extra point of damage, and you can also fly (or rise up on a moving pillar of earth if your element is Earth).


 Moment of Clarity
When you roll a 12+ you may instantly regain control of your temper.

 Say Hello To My Little Friends
You have three unique familiars which you can awaken by name. Write down their names and assign each of them a different one of the following tags: sturdy, loyal, or dangerous.

 Prime Dominion
You can confront magic aligned with your element. If you awaken it, it becomes a living spell under your control.
This message was last edited by the GM at 01:55, Sun 06 Mar 2022.
The GM
GM, 107 posts
Thu 3 Mar 2022
at 19:27
  • msg #4

Re: DRAGON GAME

-
You are an Archfey from the fey realms.

Pick an allegiance:
--The Seelie Court is composed of four courts:
* Spring-- The Spring Court is very interested in learning more about mortals and their ways.
* Summer-- The Summer Court is only interested in mortals when it comes to mortals entering the fey realms.
* Autumn-- The Autumn Court feels that mortals and their ways, while tempting, are problematic, and other fey should be stopped from interfering with them.
* Winter-- The Winter Court feels mortals don't have enough respect for the fey.


There is a mortal I am keeping an eye on because _____________________.
I don't approve of what another fey is doing in the mortal world, which is ____________.
I owe _______________________ a favor... I hope I can think of a way to pay them back soon.
I want to find out what ____________ is hiding.
(Suggestions on what to fill in the blank or blanks with: the name of another dragon, some kind of elemental, a giant, a mortal hero, a lich, a demigod)




Now that you've decided that, choose one focus for your magic: Wildness, Illusion, Music, Boundaries

--The most likely type for each court are Transformation for Spring, Wildness for Summer, Music for Autumn, and Boundaries for Winter, but it doesn't have to be that way at all. Choose whatever you like.

* Wildness: Magic involving animals and plants-- giving someone (or yourself) the voice of seagull, or the ears of a bat, or the strength of a wild boar... or summoning fey animals to help you... You can make the trees walk and serve you...

* Illusion: Making illusions-- things that aren't really there, or lights that can hypnotize, or distract...

* Music: Music that can affect the emotions, that can heal, that can inspire.

* Boundaries: Magic involving boundaries... no door or wall can stop you, but you can block the progress of someone or something, no matter how powerful, until they have paid the price, met your demands, or answered your question satisfactorily.



Choose one NEED:
--mischief
--revenge//avenging insults to yourself or the fey realms or your court
--beauty
--love (as a cause to uphold, not just for yourself)
--craft
--curiosity
--power


LIST OF MINOR TEMPTATIONS: Choose 1, 2, or 3:
--Battle
--Brooding
--Conversation
--Gloating
--Improving your Lair
--Practicing magic
--Reading about history or philosophy or magic
--Mischief (IF it isn't already your Need)
--Recruiting Followers


Now choose at least two things (or up to 3, if you want) that restrict you:

* Bitter Iron - you are allergic to Iron. Its touch poisons you, and suppresses your magic.
* Truthbound - You may never say a thing you know to be untrue.
* Sun-Averse - The brightness of the mortal realm's sun strips away your glamours and illusions.
* Oath-bound - You must keep any oath, deal, pact, or agreement you make.
* Name-Bound - Your True Name is __________. You must obey one order of any that know your true name, then you are free.
* Life Debt - you owe a debt to any that save your life, and must truly help them or save their life before the debt is paid.
* Holy Things - The sacred things of the mortal religions can weaken you, bind you, or drive you out.
* Child Liberator-- You will try to steal mistreated or mischievous children away from their families, and deliver them to a life of magic and adventure in the Fae realms.
* Hideous - when your glamour is stripped away, you appear as an ugly thing to those around you.
* Helpful-- You can't resist offering help to others with the least little thing. You might not actually follow through on it, but you can't help but offer, and at least pretending to be sincere (at least at first)...
* Perfectionist-- You can't stand not to do your best to try to do a thing perfectly.
* Bargain-maker-- You're always looking to make a deal or a bargain or to get something for a low price or sell/trade for a high price...




Talents:

Spring Court: Fae Tongue-- you can communicate with spirits, and wild, living things like forest animals and plants. You may not be able to understand domesticated animals or plants.

Summer Court: Glamour (illusion magic)-- you're extra-good at casting it on yourself

Autumn Court: Sly talking (You can be good at this even if you can't lie. You can bend the truth so much that people think your words mean the opposite of what you actually said.)

Winter Court: Putting a hex on someone



The details:


--Fae Tongue-- you can communicate with other Fae, spirits, and wild, living things like forest animals and plants. You cannot understand domesticated animals or plants.



--Glamour: When you use your illusion magic to trick, entice, or confuse others, describe it and roll +Insightful.

*On a success, they fall for your glamour.
*On a partial success, they’re mostly convinced, but demand some kind of proof before they totally believe.
*On a failure, your illusion shatters instantly, to reveal the naked truth.



--Sly Words: When you mislead and confuse others with technically true words, roll+Charming.

 *On a success, they make the assumption you were implying they should make.
 *On a partial success, they make an assumption, but not the one you were hoping for.



--Hex: When you hex a person, creature, place, or object, say the hex out loud, and roll +Charming. The hex will change their form, puts them into a supernatural slumber, or strikes them mute, GM's choice.

*On a full success, choose 2 of the following.
*On a partial success, choose 1 of the following.
*On a miss, choose 1 of the following, but those affected know who did the cursing.

• The curse only affects that which you want it to
• You choose how long it lasts: (3 days and 3 nights, until the next full moon, a year and a day.)
• You choose how it can be broken: True Love’s Kiss, a heartfelt apology, a pure tear of sorrow





Choose one or more things about you that are hard to hide, even with a glamour:
--Arched eyebrows
--Large eyes
--Cat eyes
--Extremely thin
--Pointed ears
--Seaweed hair
--Leafy hair
--Glowing eyes
--Greenish skin (or some other non-human color)



Choose a fairy talent set that you possess:
--mender
--musician/singer
--sharpener
--whitesmith (like a blacksmith but for non-iron metals such as gold and silver)
--storyteller/loremaster
--warrior
--brewer
--healer
--spellworker
--spy
--diplomat
--officer




WORK IN PROGRESS




Dryad:
--Spring Court
--earth magic
--plant magic (trees)
--Obsession: love
--Two restrictions: Bitter Iron and Power of Love
--Good at: Glamour
--Hard to hide: Greenish skin
--Job: Spellworker

Selkie:
--Spring Court
--Water Magic
--Animal magic
--Obsession: curiosity/riddles
--Restrictions: Oathbound and Riddle-Obsessed
--Good at: Fae Tongue
--Hard to Hide: long canine teeth
--Job: storyteller/loremaster


Mermaid:
--Spring Court
--Water Magic
--Music magic
--Obsession: beauty
--Restrictions: Name-bound and Vindictive
--Good at: Glamour
--Hard to hide: Seaweed hair
--Job: singer

Pixie
--Summer Court
--air
--light
--obsession: mischief
--Restrictions: Bitter Iron and Life Debt
--Good at: fae tongue
--Hard to Hide: glowing eyes
--Job: spy


Brownie:
--The Undercourt
--earth magic
--plant magic
--Obsession: rules (can't lie)
--Restrictions: Truthbound and Perfectionist
--Good at: Glamour
--Hard to Hide: Large eyes
--Job: Servant


THE SEELIE COURTS:
Spring: Nenyve, The Lady of the Lake
--The policy of the Spring Court is that humans are very important in the great scheme of things, so we should help them try to be good, and punish those humans who have chosen wickedness.

Summer: Titania and Oberon
--The policy of the Summer Court is that humans are fairly interesting, and we should learn of their ways, by kidnapping them, and enjoying their foolishnesses... and the interesting things they make.

Autumn: Gloriana
--The policy of the Autumn Court is that humans are interesting, but are to be pitied, and generally avoided, as they are a danger to the fey.

Winter: Caelia
--The policy of the Winter Court is that humans are miserable and unhappy, and are to be avoided, as they are a danger to the fey.



THE UNSEELIE COURTS:
The Dripping Court: The Green Lady
--The policy of the Dripping Court is that humans are interesting and delicious.

The Dry Court: Mab
--The policy of the Dry Court is that humans are tempting to toy with, but ultimately that humans are stupid fools who are worthy of little more than serving as an idle diversion as best, scorn at worst.

The Dying Court: The Alder King
--The policy of the Alder King is that the purpose of the fey is to help foolish humans die, thus making remaining humans wiser in their fear of the fey.

The Cold Court: Moura
--The policy of the Cold Court is that humans are nothing, they are dust, they die so easily that they seldom live for even a century. They are ants, gnats, irritants almost beneath notice. They are pests who ruin nature. They should be crushed, when it's not too much trouble.


The Undercourt: The Undercourt is run by an old mine-gnome named Marg.
--It is the policy of the Undercourt that humans are more trouble than they're worth, and should be strictly avoided-- except for honest miners who respect the old ways, who should be helped when help is needed.

The Household Court: The Household Court is run by a cunning old brownie named Old Dominic. It is whispered that Old Dominic has gone bad, and should now be considered a boggart (a brownie who has gone bad), but no one whispers this anywhere remotely near Old Dominic.
--It is the policy of the Household Court that humans have changed from the old days, and that many humans are now too stupid to be helped. Humans should be carefully watched before full help is given. A small prank or two may be played on new humans. If the humans can take a joke (and maybe a missing sweet or bit of milk now and then), then it's all right to go ahead and serve them. Humans who can't take a joke, however, may be chased away with the approval of Old Dominic and his Court.




Stuff to do:
--Spy on someone
--Steal something from the mortal world (treasure? an iron weapon? a baby? a child?)
--Be the bodyguards for someone
--Steal something from another fairy
--Make trouble for someone in the human world
--Stir up mischief for a fairy or between two fairies
--Woo someone you love or like
--Help some mortal woo his or her love
--Help some other fairy do any of the above
This message was last edited by the GM at 01:58, Sun 06 Mar 2022.
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