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Fantasy Breath of Fire: Giantslayer - Mechanics

Bone2pick

Minority of One



Champions



•Champions are usually picked because the dragons can see at least a part of themselves in the mortal. So a reckless, thrill seeking dragon will often select a human with a similar approach to life.


•All champions have a dragon tell: a minor physical marker that will identify them as a host of a legendary dragon. It could be a sparkling golden main of hair, eyes as red as rose petals, shoulders covered with silvery scales, or a devilish black tail.


•Champions, like their dragon patrons, heal faster and better than most. Wounds clot efficiently, broken bones mend in less than a week, colds and flues are unheard of, and bruises are cleared up after a good night's rest.


•Champions, while in mortal form, can regularly feel their patron dragon's emotions. Their current moods are whispers to them—but not with words—with temperature, heartbeat, sensations, and hormones. The ghosts of their dragons are always with them, like a friend they can't speak directly with.


Dragons


•Dragons—with very few exceptions—top out around 85 feet in length, 80' wingspans, and roughly 160,000lbs.


•They fly at a relaxed pace of 20mph, a combat/cruising speed of 40mph, and can air sprint at 80mph.


•Every dragon can breath a scorching cone of fire up to the length of their body. A breath attack takes around three minutes to recharge. It's a devastating weapon; but not terribly effective against other dragons, who have a strong resistance to all flames.


•When in dragon form the player can only speak using the draconic language. This is known by all dragons, their champions, the Cha'sid (automaton servants of the dragons), and a handful of human scholars. However, they can hear and understand other languages perfectly fine.


•The dragon form will shift (gradually) back to the champion's body at the next sunrise or sunset, whichever comes first. And the champion cannot transform again until the next sunrise and/or sunset. Because of this champions tend to not use their dragon body unless it's absolutely necessary, that way it's always ready should they need it!


Champion Selection


The last dragon of Dashann passed away more than a million years ago. During their time among the living their supremacy was undisputed. They ruled land, sea, and sky; they were the greatest lords their world would ever see. But it has been ages since the dragons left for the mysteries of the afterlife, and now it is difficult for them to return.


The Cha'sid, the created servants of the dragons—part automaton & part summoned spirit—watch over the sealed tombs of their masters still today. And because of their inherent off-worldly nature, they can, through great effort, commune with the ghosts of their lord dragon. They can also contact and speak with other Cha'sid who are miles apart. A function that undertowns now rely on for relaying critical information.


The Cha'sid explained to their human guests that their former masters desired mortal hosts. But in order for a champion to be considered, he or she must enter the tomb. Once inside their spirit and history would be measured, for only the most fitting and exceptional human would be selected. When the dragon was pleased with a candidate its Cha'sid would float down and ask the mortal if he or she would be willing to accept the ancient patron spirit. If they refused they won't be asked again. But if they accept they will be invited to sleep in the dragon's tomb. A dream is needed to complete the pact.


A new champion is hatched at dawn.


Magic


Magic is not as plentiful on Dashann as it once was, but it is still a force in the world. Unfortunately, humanity lacks the ability to understand it, let alone conjure it. Most human wisdom traditions have come to the same conclusion: magic is a gift to be wielded by much older species. Enchanted artifacts appear to confirm this, because while they still exist, humans are unable to craft them. They can activate most of them, but they have yet to discover how to reproduce them.


But individual men and women, if they dedicate their lives to study, can perform the smallest of magical feats. A candle flame can be summoned, water can turn to wine, a whisper can float across a room, or a stool can push itself back under a table. That is the extent of the greatest human "magicians" of Dashann. Mankind is simply too far removed from the magically rich years of the world.


To Slay A Giant


•While the two species have different strengths and weaknesses, taking all things into account, giantkin and dragons are fairly equal in terms of prowess.


•As big as the dragon is, the giant is bigger. As strong as the dragon is, the giant is stronger. And as tough as the dragon is, the giant is tougher. However, the dragon outclasses its foe in the areas of speed and agility.


•Where the dragon has claws, fangs, and a fiery breath attack; the giant can wield a sword or great club, and always carries 2-4 stones roughly the size of a horse carriage to hurl at its enemy.


•Giants can also summon a blinding cloud fog that spreads out for miles within the span of two minutes. The giantkin can peer through the fog as if it weren't there.


•Both giants and dragons have an equally impressive ability to heal. This is why so few deaths have resulted from the numerous fights between the two monsters.


•Wounds suffered by a dragon or champion will carry over to the other form whenever they shift.
 
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