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Hidden 2 yrs ago 1 yr ago Post by XxFellsingxX
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Epyllion:
Beyond Moonlight's Reach


Long ago, the planet Adulare was prosperous with magic, bathed in the light of five moons that seemed to grant its peoples, fauna and even the land itself with unusual gifts: animals grew to become highly adaptable to their environment, with most wildlife appearing as chimeras that adopted a variety of features from many different species; the elements themselves - fire, water, earth, air, wood, metal, and all phases in between - gained a level of sentience, and could adopt physical form and mass to better communicate with others; and those with high enough sapience could channel the power of the moons to shape reality as they saw fit.

However, among the world's inhabitants, none could compare to the dragons. Though they appeared like any other of Adulare's Beasts, they were highly intelligent, with plentiful life-spans and a connection to the moons unrivaled by any other. As such, they quickly set themselves up as one of the dominant species of the planet, ruling both the land and the sky, and spearheading the progress of civilization as a whole. Of course, that much power is anyone's hands - or in this case, claws - can be a problem, and it wasn't long before the dragons began to fight amongst themselves on how best to use their incredible abilities. Some saw it a gift that they were to use purely in service of those less fortunate, while others saw it as a simple tool to be used however its wielder saw fit. Others still believed it to be dangerous, and only something the most responsible should have a say. This difference is views grew and grew until, eventually, the seven Great Houses - Brynback, Kebros, Myndoth, Rothscar, Semscale, Tessith and Yeraktos - were formed, each representing a different belief on how magic should best be handled. While they were founded by dragons, many others quickly chose to align themselves with a House based on their philosophies, as the control and proper use of magic had become a genuine concern across many species.

It was not long after the formation of the Great Houses, when the division of Adulare was at its greatest, the Darkness began to manifest. It started small: a tension between friends, a sudden change in the weather or environment, magic not quite working the way it was supposed to. However, it quickly escalated beyond that. Whole areas of land began to distort into nightmarish versions of themselves, filled with strange monsters that thrived in such corrupted areas. Tensions between dragons got worse and worse, with the already heated debates between Houses becoming full-on brawls as they tried to decide what to do about this threat.

It was only once things were at their very worst, when House Yeraktos completely succumbed to corruption and turned on their own kind, that the remaining Houses were finally able to put aside their differences and accept that no one House could save dragonkind. They had all lost so much at this point, and if they were to preserve what they had left, they had to pool their resources and work together. So, they gathered all creatures that would follow them and took them to the last pieces of land untouched by the Darkness. With their combined magic, they were able to lift then up into the sky, far above the clouds to where shadows could no longer touch them. It wasn't a perfect solution, of course. The higher they rose, what had started as a sizeable land mass began to crumble, break up. Whole chunks of earth fell back down to the ground, even taking some of the evacuees down with them. By the end, what had planned to be a massive continent into a series of islands, which were dubbed the Moonlit Isles as its inhabitants were closer to the moons than they had ever been.

And that's where dragonkind and their allies have called home ever since.





The World


The Moonlit Isles are a series of islands kept aloft above the clouds by the combined magic and harmonious relations of its inhabitants. They are also said to be the last bastion of civilization after the Darkness overtook Adulare, though since no one who has dared to travel beneath the clouds since the Isles' ascension has returned to verify this claim, who can truly say?

The largest land mass sits near centre of the Isles, known as Yves. It is primarily home to dragons and is even said to be somewhat shaped like a dragon hovering. The dragon's 'head' is where the Capital City is located, with its 'eye' being the Council Headquarters. The Council of Elders was formed towards the end of the Age of Darkness, and became the main form of government when the Isles were raised into the sky. All dragons, regardless of House, join the Council once they become of Elder age.











[More lore and a map of the Isles to be added...]

The System

Epyllion uses the Powered by the Apocalypse system, in which all rolls are 2d6, and the only time you'll need to roll is when you're utilizing a Move.

Moves are similar to skill checks in D&D, in that each Move is tied to a specific stat and when you roll for a Move, you add that stat to your dice roll. If the result of your roll is a 10+, it is a hit and you succeed in what you were trying to do. If it's 7-9, it's a partial success, meaning you still achieve your goal but at a cost. If it's a 6 or lower, it's a miss. Whenever you miss, you mark XP. It's worth noting that in PbtA games, missing doesn't always mean you fail at what you're trying to accomplish. You might get exactly what asked for, but in a monkey's paw "be careful what you wish for" kind of way. It'll be up to me as the GM to interpret those missed rolls in a way that provides consequences while making sure the narrative doesn't grind to a halt.

Moves are split into the following categories:
- Basic Moves, which are available to everyone. This game has nine in total, and most actions will be covered under these.
- Playbook Moves. Playbooks are essentially your character class, and each playbook has its own unique moves. Every playbook starts with a signature move that can be advanced when you gain enough XP.
- Unique Moves. These were introduced in the Encyclopedia Dragonica supplement, and tend to be more situational. I've listed the ones that are most likely to crop up in this campaign, but if any other become relevant, I will add those as well. I might even end up making my own custom Moves if there is a significant event that is not covered by any existing rules.
- GM Moves. GMs don't actually roll at all in PbtA games, but they still have their own set of Moves. You don't have to worry about these... yet, at least.
- The End of Session Move. Since we're doing play-by-post, I'm going to split this game into chapters, and at the end of each chapter, we'll do this move which is when experience will be tallied out. I'll explain more about this at the end of our first chapter.

As well as your stats providing modifiers to your roll, there is also concepts of "Forward", "Ongoing" and "Hold". These special modifiers can be gained through certain Moves, usually Playbook moves, and can be added to later dice rolls:
- "Forward" is a modifier that applies to a character's next roll only.
- "Ongoing" is a modifier that applies to all or some of a character's rolls until the conditions are no longer relevant.
- "Hold" is any abstract resource that the player can obtain and spend at any time as long as it's relevant, e.g. a number of questions about a particular thing that the GM must answer truthfully.











Hidden 2 yrs ago Post by Guardian Angel Haruki
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@XxFellsingxX

...

Mind if I join in? ^^"
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Hidden 2 yrs ago Post by XxFellsingxX
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@XxFellsingxX

...

Mind if I join in? ^^"


'Course not! Good to have you on board :D
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Hidden 2 yrs ago Post by Guardian Angel Haruki
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<Snipped quote by Guardian Angel Haruki>

'Course not! Good to have you on board :D


YAAAAY! Thank you! XD
Hidden 2 yrs ago 2 yrs ago Post by Guardian Angel Haruki
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Name: Stargaze

Pronouns: She, Her

Playbook: The Orphan

Colour: White

Look:
(Either describe how your dragon appears or put a picture.)

Stats: (Adding +1 to Courage)
Charm: 0
Courage: +2
Cunning: -1

Virtue: Empathy

House & Obligation: As an Orphan, you have no House and no obligation to one. Instead, choose how you will discover your true destiny:

Path of Omens: Discover an artifact or tome connected to your fate.

Moves:
Your signature move is...
THIS IS MY DESTINY: Your fate is intertwined with Adulare’s future, now and forever. Pick two portents the seers have revealed about what is to come:
[] you will defeat a great enemy in battle
[] you will discover a dark secret of the Moons
[X] you will prevent a terrible, natural disaster
[] you will uncover a shadowy, dragon conspiracy
[] you will recover an important ritual, once lost
[X] you will restore an ancient or sacred place
At the beginning of the session, roll +Courage. On a 7-9, hold 1. On a 10+, hold 2. Spend your hold, 1 for 1, to take a 10+ instead of rolling when acting despite danger to move closer to your destiny. On a miss, you still hold 1, but a dark omen comes to light that reveals more about your role in shaping Adulare’s fate.
When you advance your signature move, add another basic move to This is My Destiny. You can spend your hold to take a 10+ instead of rolling on that additional move. Tell the DM which dragon’s display of Housely virtue expanded your horizons.
[] Mislead or Trick
[] Study Another
[] Convince Another
[] Stand Up to Someone
[] Survey an Area

SEEK THE PATH: When you consult an older dragon for advice, roll +Courage. On a hit, they reveal new information about your past or future that is useful to your current problems. On a 10+, your counselor devotes serious thought to the issue you’ve raised; ask a followup question. On a miss, the older dragon’s advice causes you to remember your own role in the problems you face; mark a Shadow.

Advancement:
(There are five dragon age brackets, and these basically represent your in-game level. Every time you gain 5 XP, take a new advancement from your age bracket, and reset your XP to zero. Once you've taken all the advancement from your age bracket, you age up.)

Rawscale Drake (0 XP):
You start with a +0 bonus to calling upon the Moons.
[] take another move from your playbook
[] take +1 to any stat (maximum of +3)
[] advance your signature move

Winged Drake (0 XP):
You still have a +0 bonus to calling upon the Moons.
[] take another move from your playbook
[] take +1 to any stat (maximum of +3)
[] advance your signature move

Longtooth Dragon (0 XP):
You now have a +1 bonus to calling upon the Moons.
[] take another move from another playbook
[] take +1 to any stat (maximum of +3)
[] advance your signature move

Bearded Dragon:
You now have a +2 bonus to calling upon the Moons.
[] take a ritual of your House
[] advance your signature move

Elder Dragon:
You now have a +3 bonus to calling upon the Moons.
[] your house dedicates a stronghold to you
[] retire your character, arise as an Ancient or a Mystic

Moons:
(Cross of one moon every time you age up.)
- Liberty Moon
- Spirit Moon
- Stone Moon
- Storm Moon
- Void Moon

Shadow Track:
(The shadow track represents how much hold the Darkness has on your dragon. You can mark Shadows in any order. When you mark a Shadow, you must take one action associated with that Shadow. When you mark the last Shadow, you lose yourself to the Darkness and become your Shadowself. While you are lost to the Darkness, do not mark
any further Shadows, even if a move asks you to do so. Once you return to normal, erase your shadow track.)

[] Anger
- Lash out at a friend.
- Break something valuable
- Escalate a delicate situation

[] Doubt
- Question a friend’s loyalty
- Steal something valuable
- Reject a tradition

[] Shame
- Blame a friend for your mistakes
- Mock or belittle someone vulnerable
- Seek isolation or solitude

[] Fear
- Hide something from your friends
- Avoid a difficult task
- Exaggerate the danger of the situation

Shadowself:
Your loneliness is your strength. You can prove the doubters wrong without any help from your clutch. You will act alone to save Adulare. You are the Orphan. Return from your Shadowself when a friend convinces you that friendship can be as strong as any family tie, and that the family you chose is as important as the family that hatched you.

Fellowship:
Shieldwing was a friend to you when you felt all alone in the face of your destiny. Explain how they exemplified your virtue and give them a Friendship

Shieldwing is consumed by the Isle’s immediate problems; you will show them why they must focus on the future. Take a Friendship Gem from them.

Skeboloff showed you that the Darkness lingers everywhere. Tell them what Darkness you see in them, and take a Friendship Gem from them.
Hidden 2 yrs ago Post by Vertigo
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Working on a Trickster!
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Hidden 2 yrs ago Post by Dark Cloud
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@XxFellsingxX no necromancer?
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Hidden 2 yrs ago 2 yrs ago Post by XxFellsingxX
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@XxFellsingxX no necromancer?


I mean the Elementalist allows you to create elemental constructs, so I suppose you could reflavour it sort of as a necromancer

And you probably could use moon or shadow magic to raise the dead regardless of playbook anyway
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Hidden 2 yrs ago Post by Dark Cloud
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@XxFellsingxX Yay :D...Would I have a different choice of obligation? Maybe we can discuss this over PM?
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Hidden 2 yrs ago Post by XxFellsingxX
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@XxFellsingxX Yay :D...Would I have a different choice of obligation? Maybe we can discuss this over PM?


Sure thing, my guy!
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Hidden 2 yrs ago Post by Dark Cloud
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@XxFellsingxX shoot me the pm then. Am working on post.
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@Dark Cloud
Hidden 2 yrs ago Post by Guardian Angel Haruki
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@XxFellsingxX
I think my dragon is ready. Let me know if I need to fix anything. ^_^
Hidden 2 yrs ago Post by XxFellsingxX
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@XxFellsingxX
I think my dragon is ready. Let me know if I need to fix anything. ^_^


Looks pretty good! Don't put in the CS section yet though. Once everyone's introduced their characters, we'll get to filling in those fellowship questions first.
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Hidden 2 yrs ago 2 yrs ago Post by Vertigo
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I think I might be switching over to the Seer instead, if that's alright. Maybe. It's a tough decision between the two, both have such cool concepts, argh!

On a related note, what does "When you consume a piece of the Darkness" mean? How often would that happen?
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Hidden 2 yrs ago Post by XxFellsingxX
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On a related note, what does "When you consume a piece of the Darkness" mean? How often would that happen?


Annoyingly, the rules don't seem to elaborate on that. I could potentially rework that move for you if you want to use it, because that is genuinely stumping me right now.
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@XxFellsingxXI apologize but I don't think I'll have time to figure out my character rn, so I think it best if I step out. Again sorry.
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Hidden 2 yrs ago Post by XxFellsingxX
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@XxFellsingxXI apologize but I don't think I'll have time to figure out my character rn, so I think it best if I step out. Again sorry.


Thanks for letting me know. Hope everything's okay.

Hidden 2 yrs ago Post by Dark Cloud
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@XxFellsingxX Everything is fine. I just don't think I can manage my time well, I don't want to lag behind and have everyone else doting on me.
Hidden 2 yrs ago Post by rush99999
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Got room for one more?
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