Orders of Drachen

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Die Drache-Ritter

Status: Private, Political
Resources: 20
Skills: Pole, Shield

Roleplaying

Die Drache-Ritter are the Knights of the Dragon, the elite warriors who serve the Drachen crown. These warriors usually wear armour of a rich violet hue, their symbol of loyalty to the Drachen rulers. The Drache-Ritter use the spear or lance as their weapon of choice, and swear themselves to the crown upon finishing their training as a squire.

Orders Abilities

Arms and Armour (Drache-Ritter Benefit)

The character has completed training and has become a Knight. The character has had their own personal weapons and armour forged for them, and the equipment has been blessed by the Crown of Drachen. The equipment is custom made for the Knight, and anyone else who attempts to use it may find the equipment ill-suited. The character may make these items Exceptional by spending one Resource for each Exceptional Trait the character wishes, up to a number equal to the character’s Growth for each item. This Cost can not be reduced. If the character ever leaves the Order, they are expected never to use or wear these items again, out of respect for the Order. Some exceptions have been made for those who have been discharged with full honours.

Drache-Ritter Full Plate Armour (Heavy)

  • Soak: 10 + Half Might
  • Bulk: 10
  • Hardness: 12
  • Special: Anyone wearing this armour other than the person it was made for finds the weight category of the armour increased by one. In addition, the individual finds all Physical Actions suffer an increased Difficulty equal to the owner’s Might while wearing the armour.

Drache-Ritter Heavy Steel Shield

  • Defence: 5 + Half Might
  • Bulk: 5
  • Hardness: 12
  • Special: Anyone using this shield other than the person it was made for finds the shield inflicts a penalty to Defence equal to the owner’s Might (making the shield’s Defence Bonus as 5 - Might). In addition, the individual finds the Difficulty of the Shield Skill is increased by the owner’s Might while using the shield.

Drache-Ritter Heavy Spear

  • Damage: 7 + Half Might
  • Bulk: 5
  • Hardness: 10
  • Notes: 2-H Optional, Impaling, Reach 6
  • Special: Anyone using this spear other than the person it was made for finds the Damage of the spear is reduced by the owner’s Might (making the spear’s Damage as 7 - Might). In addition, the individual finds the Difficulty of the Pole Skill is increased by the owner’s Might while using the spear.

Dragon Claw and Dragon Hide (Drache-Ritter Training)

The character is completely unhindered by armour, and is considered ‘unarmoured’ regardless of what weight of armour is being worn. In addition, the character treats all armour, shields, and pole weapons as if the Bulk of the equipment were reduced by the character’s Might.

Death from Above (Drache-Ritter Investment)

The character spends 2 Essence to grow a pair of wings. The character gains the ability of flight, with a base movement equal to half the character’s Speed. This Speed is increased by the character’s Might. These Wings remain for a number of Rounds equal to the character’s Might before the character either pays the Essence Cost again or allows the wings to fade.

While these wings are active, the character can perform a violent leap attack. This is a combined Charge and Impale Techniques which is done as a Full Round Action, though the character can spend 2 Essence to perform it as a normal Action. The Knight’s Defence is increased by the character’s Might if the Attack is a Full Round Action.

The character can make an Attack on anyone within Speed + Might yards, vertically or horizontally, and uses Physical + Acrobatics. The character may increase the Difficulty by up to their Might. For each Action sacrificed, the character gains one Additional Success on the Attack Roll.

The Damage of the Attack, and the Difficulty of the Soak, is increased by the how much the Difficulty was increased by the character. As is normal, the character must spend one Action to extract the weapon from the target.

Flight of Dragons (Drache-Ritter Investment)

The Knight is imbued by the head of the Order, granting them the grace and speed of the dragons they are named for. The knight gains a number of Additional Successes equal to the character’s Might on all Acrobatics, Athletics, Dodge, Endurance, Pole, and Shield rolls. If the character is using the Skill for Active Defence, the knight’s Defence is increased by the character’s Might.

The Dragon Wrought

Status: Private, Political
Resources: 11
Skills: Blades, Shield
Note: The term dragon kin refers to any Dragon in the Bestiary, as well as anyone who has the Draconian Bloodline. While most draconians are innocent of any wrong-doing, the Dragon Wrought do not take chances and ensure any Abilities they possess can work on anyone who possesses dragon blood

Symbol: The Dragon Wrought do not wear an obvious symbol. Most commonly, they simply wear the colours associated with their rank, and those of the Wing ranks have a wing motif somewhere on their armour. They prefer not to be blatant about their affiliation, and only use such when necessary.

History

The Dragon Wrought were formed during the Age of Dragons by Tzepesh Draco hay Naydene, the son of the dragon Naydene. Knights in service to the dragon rulers, this order served as Naydene’s enforcers, ensuring her law was upheld. During the end of the Age of Dragons, however, Tzepesh turned against his mother and the other dragons, and sided with the people of Threshold to fight back against the dragons and their minions. He then proceeded to hunt down and entrap each of the dragon rulers. However, according to the legends of the Brotherhood of the Book, there is a hidden place where the Dragons of the End sleep. If these dragons were to ever awaken, they would herald the end of the world, and Arion would arrive to pronounce his Judgement. While not every member of this Order holds faith in Arion, they do believe in the Dragons, as their founder was descended from the true dragons which were kin to these ancient terrors. The Dragon Wrought continue to hunt down the sleeping True Dragons, ensuring they are either slain, or imprisoned so they will never awaken. The Dragon Wrought exist as a mostly mercenary group of soldiers, blending in to any kingdom or city, and taking assignments like any other mercenary. They are, however, loyal to Tzepesh, who still exists to this day, his schemes still moving ahead relentlessly. The leadership is a military chain of command, and Tzepesh often leaves the order to its own devices for decades or more.

Roleplaying

The Dragon Wrought have a strong prejudice against those characters descended from dragons, and do not trust them. They are not blatant about their affiliation, and most people should never discover the character is a member of this order. Secrecy is one of the character’s greatest shields against being hunted by the dragons and those that serve them. Draconic characters are not accepted into the Order. As mentioned, this organization has a strong chain of command. Those of higher rank are expected to lead, while those of lower rank are expected to obey. A character who does not follow commands may find themselves under inquiry. If an excellent reason can not be found for the character to disobey orders, they are dealt with. The secrets of the Dragon Wrought can not be leaked to the public.

Goals

  • To find and bind the Dragons of the End.
  • To ensure that Kith Kanaan is safe from the tyranny of the dragons.
  • To protect the common folk.

Orders Abilities

Dragon Binding (Dragon Wrought Ritual)

The character learns how to summon and craft different forms of binding rituals which can be used against dragons and their descendants. What the character is capable of depends on the character’s Growth. Both the Lesser and Greater Circle can provide protection for those within it. A Lesser Circle has a Hardness and Soak equal to the character’s Might. A Greater Circle has a Hardness and Soak equal to the Circle’s Potency or the character’s Might, whichever is higher. A character from this Order can enter either Circle and activate it, protecting themselves while they are within the protective barrier, and then deactivating it when they wish. Anyone within a Circle is immune to hunger and thirst, and does not age or need or breathe. When a Circle’s duration has expired, it can be re-activated if the Essence Cost is spent on again, with no roll required.

  • Growth 1: Lesser Sign of Binding

The character sacrifices 1 Essence and an Action to quickly trace out a Lesser Sign of Binding in the air. The character makes a Passive Roll using Mental + Occultism. Any dragon kin who witnesses the Sign reduces the Successes by their Resistance to determine the affect on the witness. The remaining Successes are subtracted from the dragon kin’s Initiative and Speed. If the dragon kin’s Traits are reduced to 0, the dragon kin is rendered helpless against physical attacks. The Sign remains active for a number of Rounds equal to the character’s Might.

  • Growth 3: Lesser Circle of Binding

The character can use charcoal or chalk, and traces out a Lesser Circle. This takes a Results Roll and a number of Rounds equal to the Difficulty, with the character spending 2 Essence and making a Physical + Occultism roll. The Circle is activated upon a dragon kin entering it. If the Potency of the Circle is higher than the dragon kin’s Resistance, the dragon kin is incapable of leaving the Circle. This Circle remains active for a number of days equal to the character’s Might. A dragon kin bound inside a Circle may not use their Merits or Powers, and the Essence Cost of any Spells or Gifts are increased by half the character’s Growth.

  • Growth 5: Greater Sign of Binding

The character sacrifices 3 Essence and a Full Round Action to tra out a Greater Sign of Binding in the air. The character makes a Results Roll using Mental + Occultism. Any dragon kin who witnesses the Sign reduces their Initiative and Speed by the Sign’s Potency. If the dragon kin’s Traits are reduced to 0, the dragon kin is rendered helpless against physical attacks. The Sign remains active for a number of minutes equal to the character’s Might.

  • Growth 7: Greater Circle of Binding

The character can use escudo or obsidian and carves out a Greater Circle, inlaying it with the stone. This takes a Physical + Occultism Results Roll, with a Resource Cost equal to the Difficulty. Inlaying the Circle takes a number of hours equal to the Difficulty and costs 4 Essence. The Circle is activated upon a dragon kin entering it. The dragon kin is incapable of leaving the Circle and has their Defence, Resolve, and Resistance reduced by the Circle’s Potency. This Circle remains active for a number of months equal to the character’s Might. A dragon kin bound inside a Circle may not use their Merits or Powers, and the Essence Cost of any Spells or Gifts are increased by half the character’s Growth.

Dragon Marque (Dragon Wrought Investiture)

The character is given a marque, a tattoo which is imbued with a portion of the essence of a dragon. As the character grows stronger, the shape and colour of the marque changes. The character will immediately recognize anyone else within sight who also possesses the marque, and can spend 1 Essence to detect the presence of any member of the Dragon Wrought within a number of miles equal to the character’s Might. The character will sense the direction the member is in for the Scene, and can find them. The dragon marque, as it improves, keeps the abilities gained at earlier Growth levels. Dragon Marques have two abilities, one which is natural and always on, and one which is Invoked. Invoking a dragon marque is a Full Round Action. Only one effect can be Invoked at a time.

  • Growth 1 Marque: Ebony Wing Title: Knight’s Squire

The character can spend an Action to sense who is dragon kin if they are within a number of yards equal to the character’s Might x 10.

    • Invoke: The character becomes as quick and resilient as a dragon, increasing their Defence and Soak by the number of Actions sacrificed for the Scene.
  • Growth 2 Marque: Crimson Wing Title: Knight’s Apprentice

The character’s physical attacks have Damage (Might) or Damage (+Half Might), whichever is better, when used against dragon kin.

    • Invoke: The character’s strikes are unnaturally accurate the following Round, and gain a number of Minimum Successes equal to the number of Actions Sacrificed when performing a physical attack.


  • Growth 3: Marque: Azure Wing Title: Knight Errant

The character’s shield has either Defence (Might) or Defence (+Half Might), whichever is better, when used to protect against the attacks of dragon kin.

    • Invoke: The character can create a field of eldritch for which surrounds the character and can be spread up to a radius equal to the number of Actions Sacrificed in yards. This can be done as an Active Defence. Those within the area of effect are protected from attacks from outside the radius, with the barrier gaining a Hardness and Soak equal to the character’s Might. Spells and Gifts which wish to penetrate this barrier have their Potency reduced by the character’s Might. If this reduces the Potency to 0, the Spell or Gift is negated. The character may invoke this Ability at the beginning of each Round, to continue the protective effects.
  • Growth 4 Marque: Ebony Claw Title: Knight

The character’s armour has either Soak (Might) or Soak (+Half Might), whichever is better, when used to protect against the attacks of dragon kin. The armour will protect the character even if the attack would normally ignore Soak.

    • Invoke: The character’s strikes are deep and crippling. The following Round, all physical attacks by the character reduce the Soak of the target by the number of Actions sacrificed when invoking this Ability.
  • Growth 5 Marque: Crimson Claw Title: Knight Exemplar

The character radiates an aura which terrifies dragon kin. Any dragon kin which attempts to use an Action against the character must spend two Actions to do so, with one Action sacrificed and wasted as a cost. To ignore this ability, the dragon kin must have a Resolve higher than the character’s Might.

    • Invoke: The character draws upon the heart of the dragon, and each Attribute is increased by the number of Actions sacrificed. This benefit remains for the Scene.
  • Growth 6 Marque: Azure Claw Title: Knight Champion

The character recovers an amount of Health when striking a dragon kin. Either the number of Wounds inflicted, or the character’s Might is regained from each physical blow landed, whichever is less.

    • Invoke: The character’s strikes become unnaturally swift. For the remainder of the Scene, the character gains a number of additional Actions each Round equal to the number of Actions sacrificed invoking this Ability. The character may only use them during the character’s normal Initiative or as Instant Actions.
  • Growth 7: Shadow Dragon (Draco)

Any Action by a dragon kin which targets the character must have at least as many Successes as the character’s Might. If the Action does not, the Successes of the Action are reduced to 0. If the Action has enough Successes, then Action performs as normal.

    • Invoke: The character can activate any and all Invocations at the same time. The additional Actions of Azure Claw will augment other Invocations, allowing the character to produce greater and greater effects. The upper limit of Actions which can be sacrificed, however, is equal to the character’s Might.


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