Shock:Speaking of which... we need to discuss the True Form.
Shock: we are going to need to come up with some reason why people don't know about Dragons when they die leaving their big corpses..
Lostkith: Shock:Speaking of which... we need to discuss the True Form. I would love to help out with the True Form stuff, but i have only really come on board as of this thread, so if one of ya guys could give me a brief overview of what we're looking at when it comes to them transforming, like a small discriptive piece of fluff, then i would better be able to know what to draw upon for inspiration towards powers and the like. And also how are we setting up these powers? I hear talk of Aspects, so are you talking pulling diffrent ones out of the Changing Breeds\Werewolf stuff or are doing something more regimented like Disciplines? Thanks for your patience ahead of time if you decide to awnser this one.
Lostkith: Shock: we are going to need to come up with some reason why people don't know about Dragons when they die leaving their big corpses.. I got such an easy fix for this one guys! Those that leave behind a big ass dead Dragon body are those that still have their Heart inside them. Those that revert to human are the ones that keep their Heart in their shrine\haven\lair thingee. This could be a good excuse to slap some bonuses and minuses to having the Heart with you or off you. For instance, maybe you can manifest your powers a bit faster if you have your Heart in you, but you get the Dragons' vulnerbility to that one tiny spot that can cause Agg. wounds (like the Dragon in Dragonslayer), plus if you die... big ass corpse pieces that quickly fossilize and leave Hunters claiming crazy things, but the evidence only suggests really old dead dino-like bones. While having the Heart outside you gives you that human corpse effect... which is good for the general population of Dragons, plus you don't have the crazy vulnerability to that one called shot area. But your powers manifest a bit slower due to lack of direct connection. Too crazy? Not crazy enough? What do you all think?
Lostkith:I would love to help out with the True Form stuff, but i have only really come on board as of this thread, so if one of ya guys could give me a brief overview of what we're looking at when it comes to them transforming, like a small discriptive piece of fluff, then i would better be able to know what to draw upon for inspiration towards powers and the like. And also how are we setting up these powers? I hear talk of Aspects, so are you talking pulling diffrent ones out of the Changing Breeds\Werewolf stuff or are doing something more regimented like Disciplines? Thanks for your patience ahead of time if you decide to awnser this one.
CJC:@Shock: My concern with the True form thing was mainly the Inferno aspect, being that the dots are deactivated after one shot. I suppose we could just make an exception for that aspect when it comes to True Form. More complex dragons would have farther to go to reach True Form, but that's the drawback of having more aspects.
CJC:the mechanics as I remember them were as follows: Having active dots in Inferno grants the dragon a ranged fire-lethal attack (Stamina + Firearms + Inferno) that costs 1 Breath. But using that ranged attack deactivates all the dots of Inferno the dragon has manifested. So a dragon could activate 3 dots of Inferno and then spend 1 point of Breath to shoot off a fireball. But, after that, the dragon does not remain at 3 active dots of Inferno, she falls back to 0 active dots. This was to slow down the Dragon's blasts, or make each shot have less punch. This makes Inferno entirely unique (Before both Inferno and Wings were unique as the only aspects requiring breath, but now Inferno has another trait exclusive from Wings) in that the aspect dots rarely remain active for long. So we can solve the True Form problem by making an exception for Inferno.
CJC:Speaking of True Form: True Form (Culmination of All Aspects) A dragon wearing her divine flesh reaps two benefits: firstly she gets a +1 bonus to all of her attributes, and secondly she gains another point of size. This raises Defense by 1, Willpower by 2, and Health by 2.
CJC:On another note, I'm thinking "Consumption of Flesh" should become a sect, though I haven't really worked through that thought much. That'd open up room for another aspect. And speaking of which, that's the last actual mechanic we have to cover (Sects), opening us up to more setting work (And possibly some combat tests).
Lostkith:Scales= I don't think that this was given it's fair shake, Dragon's scales are LEGENDARY when it comes to stoping anything from hurting them. Thus i propose that for each dot in this Aspect, the Dragon recieve an Armor Rating of 1/1, maxing out at 4/4. At the fifth dot Scales should grant the "Bulletproof" effect thus making every part of the Dragon's body a living tank, nearly impregnable against any weapon.
Lostkith:Keen-Eyed= This is an awesome Aspect, but i see you wanted to give it a drawback of sorts. I have two thoughts on this. #1: Reduce the bonus to the number of dots in the aspect, thus eliminating the "feels unbalanced" deal. Or #2:Have sudden overwhelming sensory input force the Dragon to roll Stamina Reflexively or be stunned for as many turns as dots in this Aspect, which to me sounds like the more fun and dramatic thing to do.
Lostkith:Natural Weaponry= Hmm, here i got a bit funny. Makes sense to me that all proper dragons should be equipped with a tail already. Now wether that tail is truly helpful, or just kind of hangs or drags behind them should be up to the Player. I only mention this here because i was thinking of just giving a flat rate bonus to all Natural Weaponry Aspects and have the dots in the Aspect represent the buying of diffrent natural weapons. One of these natural weapons is a tail weapon of sorts, thus the already having a tail thing. Now i have to note that i am keeping in mind the Whipping Tail Aspect found later on, but see no conflict, the Whipping Tail Aspect could easily reflect that the Dragon has had the time and practice to use it's tail for more than swatting flys (like big dumb cows), or putting a ribbon on it to make it look pretty (like my favorite bud Eyor from Winne dah Pooh.). So any way... I was thinking of either a progression rate where they buy each part seperately or of letting the Player choose which Natural Weapons they wanted with a bonus at 5. For example here is what i envision the Proggressive chart to look like- #1: Claws, #2: Fangs\Maw, #3: Horns, #4: Tail Spike\Razor, #5: The previous Weapons can now do Aggravated damage. For an example of letting the Players choose, I would give the above 4 Nat. Weapons on a list and let the Player pick which order they buy them in, but then the catch (not Changeling style) would be that they need to eventually buy all four Aspects of Nat. Weaponry before they get the sweet 5th dot for Aggravated damage. Alternately... You could even manipulate the Aspect in a way where the Player would have to buy an invisible 5th dot for each Nat. Weapon to allow it to do Agg. damage. Thus in the write up it would look like a 1-4 dot Aspect with the 5th dot labeled as "special". As for the Flat Bonus for all Natural Weaponry... let's face it Dragons are scary mo-fo's who's Nat. Wep. should make every other super crap themselves rather than face them, but then we gotta think game balance and not have the Dragons be able to slice\bite\ram\swat everthing to death in one hit. My balanced solution is a flat rate of (+2 L) to all Natural Weaponry attacks. If your looking for a bit more game balance, you could always have an activation cost for turning on Agg. for either all, or one of the Natural Weapons that the Dragon possesses. (That's kinda in keeping with the vamps Claws and the Were's gift) *whew* ok... next....
Lostkith:Smoothing Incense= Well, it's obviously spelled wrong and should be Soothing Incense. If it was intended as that, oops. But i think it should be my way, and here's why... It seems overpowered the way it's written. A standard +1 to all Social rolls is really insane, especially when i looked farther down the list and saw we had other Aspects that gave bonuses to other Social skills. So i would give it a bit of a tweak and add it as part of the family of Socail Skill modifier powers that Dragon's can access. This is what i would do here... Soothing Incense= +1\per dot to all Socialize and Persuasion rolls as it puts others at ease. Forked Tongue= +1\per dot to all Subterfuge and Expression rolls as PC is granted in edge in speaking and lying. Reptillian Fear= +1\per dot to all Intimidation and Animal Ken rolls as the Dragon puts down it's authority over all creatures.
Lostkith:Whipping Tail= Here's what i'm thinking, instead of creating a tail it allows greater expertise with ones' tail. I would say it allows a +1 per 2 dots (rounded up) to all Brawl and Athletics rolls. And it wouldn't neccesicarily just be for just balance when it comes to the Athletics rolls, for i can see Dragon's using their tails as extra leverage\grabbing stuff in climbing, or as extra pushing\spring-like when it comes to jumping, etc., etc. Obviously not great for throwing things, but ya got to draw the line somewhere i guess. And obviously it's Brawl bonus only gets applied when it specifically uses it's tail in combat, thus giving them increased incentive to buy Nat. Weaponry for the tail.
Lostkith:Serpentine Form= Interesting.... kinda creepy they still keep their withered limbs in this write up... yeesh! If it were me, i would just say "Goodbye Limbs!" This cuts out all the guess work about using weapons and manipulating stuff with this Aspect on, and get's to the heart of this power which is allowing the Dragon access to places they normally can't. The mechanics part that covered the use of the Aspect was great as written.
Zombiewulf2: Additional Leg: Each additional leg possessed grants a +1 Strength when defending against attempts to overpower the character in a grapple attack. The Dragon also adds +1 to his Speed per leg, and a character with two extra legs (for a total of four) gains a +1 Defense.
Lostkith:Natural Weaponry= Hmm, here i got a bit funny. Makes sense to me that all proper dragons should be equipped with a tail already. Now wether that tail is truly helpful, or just kind of hangs or drags behind them should be up to the Player. I only mention this here because i was thinking of just giving a flat rate bonus to all Natural Weaponry Aspects and have the dots in the Aspect represent the buying of diffrent natural weapons. One of these natural weapons is a tail weapon of sorts, thus the already having a tail thing. Now i have to note that i am keeping in mind the Whipping Tail Aspect found later on, but see no conflict, the Whipping Tail Aspect could easily reflect that the Dragon has had the time and practice to use it's tail for more than swatting flys (like big dumb cows), or putting a ribbon on it to make it look pretty (like my favorite bud Eyor from Winne dah Pooh.). So any way... I was thinking of either a progression rate where they buy each part seperately or of letting the Player choose which Natural Weapons they wanted with a bonus at 5. For example here is what i envision the Proggressive chart to look like- #1: Claws, #2: Fangs\Maw, #3: Horns, #4: Tail Spike\Razor, #5: The previous Weapons can now do Aggravated damage. For an example of letting the Players choose, I would give the above 4 Nat. Weapons on a list and let the Player pick which order they buy them in, but then the catch (not Changeling style) would be that they need to eventually buy all four Aspects of Nat. Weaponry before they get the sweet 5th dot for Aggravated damage. Alternately... You could even manipulate the Aspect in a way where the Player would have to buy an invisible 5th dot for each Nat. Weapon to allow it to do Agg. damage. Thus in the write up it would look like a 1-4 dot Aspect with the 5th dot labeled as "special".
Lostkith:As for the Flat Bonus for all Natural Weaponry... let's face it Dragons are scary mo-fo's who's Nat. Wep. should make every other super crap themselves rather than face them, but then we gotta think game balance and not have the Dragons be able to slice\bite\ram\swat everthing to death in one hit. My balanced solution is a flat rate of (+2 L) to all Natural Weaponry attacks. If your looking for a bit more game balance, you could always have an activation cost for turning on Agg. for either all, or one of the Natural Weapons that the Dragon possesses. (That's kinda in keeping with the vamps Claws and the Were's gift)
Lostkith:moothing Incense= Well, it's obviously spelled wrong and should be Soothing Incense. If it was intended as that, oops. But i think it should be my way, and here's why... It seems overpowered the way it's written. A standard +1 to all Social rolls is really insane, especially when i looked farther down the list and saw we had other Aspects that gave bonuses to other Social skills. So i would give it a bit of a tweak and add it as part of the family of Socail Skill modifier powers that Dragon's can access. This is what i would do here... Soothing Incense= +1\per dot to all Socialize and Persuasion rolls as it puts others at ease. Forked Tongue= +1\per dot to all Subterfuge and Expression rolls as PC is granted in edge in speaking and lying. Reptillian Fear= +1\per dot to all Intimidation and Animal Ken rolls as the Dragon puts down it's authority over all creatures.
Lostkith:Fire Skin= Ah, i love this one! Stoking ones inner Furnace to the point where it can burn others is awesome! Only thing i would do is make the damage lethal and slap on a 1 Breath cost. Now that i write that, i guess it would be just fine as Bashing damage, but if the Dragon wants to burn some Breath, as an alternative, they could cause the damage to be Lethal for 1Breath\turn. Yeah, that's sounds pretty sweet.
Lostkith:anwhile i love the look of such Aspects in my head like Fire Skin where you see a burning glow pulse from within the chest of the Dragon and quickly turn the whole of the Dragon's skin into a deep, glowing hue of red. And if they bump it up to Lethal damage seeing the clothes start to ignite and smoke. While another image that leaps out at me is when the Dragon uses Inferno, seeing the buildup of a bright burning light in the throat of the Dragon and the suprise on some poor saps' face as they get a face full of burning! Ahh. I truly have fallen in love with the idea of this game gentlemen and women.
CJC: Natural Weaponry Each active dot unlocks a different bioweapon in the dragon's arsenal. Teeth and Jaw The first dot unlocks Dragon teeth and jaw, which allows the dragon to bite without an established grapple. The bite does 1(L). Tail Spikes and Scythe The second dot unlocks weaponry attached to the Dragon's tail. If the dragon has not manifested any tail aspects yet, this dot causes one to form. The tail can be used for sweep attacks, to grapple (It is considered to have Strength -2), or to stab. Each of these actions does 2(L). Claws The third dot unlocks the dragon's claws, vicious slashing things that inflict massive damage. Claws do 3(L), plus 1(L) for every two legs not used for movement this turn (As in, no Speed Bonus applied). Horns The fourth dot unlocks the dragon's horns, a charging weapon for skewer purposes. The horns inflict Lethal damage equal to the number of yards traveled this turn {Minimum 4(L)} Aggravated Assault The fifth dot makes all the previous weapons inflict Aggravated damage. (This may be a little overpowering compared to other supernatural creatures. Let me know if the damage is too high)
Each active dot unlocks a different bioweapon in the dragon's arsenal.
The first dot unlocks Dragon teeth and jaw, which allows the dragon to bite without an established grapple. The bite does 1(L).
The second dot unlocks weaponry attached to the Dragon's tail. If the dragon has not manifested any tail aspects yet, this dot causes one to form. The tail can be used for sweep attacks, to grapple (It is considered to have Strength -2), or to stab. Each of these actions does 2(L).
The third dot unlocks the dragon's claws, vicious slashing things that inflict massive damage. Claws do 3(L), plus 1(L) for every two legs not used for movement this turn (As in, no Speed Bonus applied).
The fourth dot unlocks the dragon's horns, a charging weapon for skewer purposes. The horns inflict Lethal damage equal to the number of yards traveled this turn {Minimum 4(L)}
The fifth dot makes all the previous weapons inflict Aggravated damage.
(This may be a little overpowering compared to other supernatural creatures. Let me know if the damage is too high)