Name: Colors: Playbook:


     


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House & Obligation


Virtue

Ritual


Shadow Track

  • Lash out a friend
  • Break something valuable
  • Escalate a delicate situation
  • Question a friend's loyalty
  • Steal something valuable
  • Reject a tradition of Dragonia


  • Blame a friend for your mistakes
  • Mock or belittle someone vulnerable
  • Seek isolation or solitude
  • hide something from your friends
  • Avoid a difficult task
  • Exaggerate the danger of the situation

Shadowself

You've held your tongue for too long. You have the best plans to move your Clutch forward and no one knows the history of Dragonia better than you do. Make sure your clutch knows how smart you truly are. You are The Academic. Return from your Shadowself when a friend convinces you to admit that you don’t have all the answers.

Fellowship

guided your Clutch when you were lost in the capital. Explain how they exemplified your virtue and give them a Friendship Gem.
showed you the threat the Darkness posed by getting your snout out of a book. Give them a Friendship Gem.
doesn’t understand dragon history and the importance of the old ways; you will teach them all you can. Take a Friendship Gem from them.

Adult Advancement

1. Raw Scaled Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

2. Winged Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

3. Long-Toothed
Dragon

Moons +1
take another move from another playbook
take +1 to any stat (max +3)
advance your signature move

4. Bearded Dragon

Moons +2
take a ritual of your House
advance your signature move

5. Elder Dragon

Moons +3
your House dedicates a stronghold to you
retire your character; arise as a Mystic
or Ancient

Academic Moves

Field of Expertise : You carry one of the Great Tomes of Dragon Knowledge. Mark which one you keep with you always :

When you consult the tomes you carry for information, tell the DM what you find and roll +tomes consulted. On a 10+, the information is accurate and complete; take +1 forward to act on the answers. On a 7–9, something is missing or mythic, useful but not everything you need. On a miss, you’ve got something terribly wrong; the DM will let you know what you got wrong when you need to know.

Signature Move Advancement : Mark a new tome of knowledge. Tell the DM which dragon gave you this new source of wisdom.

When you stand up to an older dragon by reminding them of debts and obligations long forgotten, roll +Cunning instead of +Courage.

When you listen closely to a magic ritual, roll +Cunning. On a 10+ ask 2. On a 7–9, ask 1. Take +1 forward to acting on the answers. On a miss, the ritual ensnares you, the DM will tell you how.
    • What arcane effects does the ritual have ?
    • How can I disrupt the ritual ?
    • Who is the intended target ?
    • How could I reproduce this ritual ?

When you go to your friends for advice about a specific problem, give them a Friendship Gem and hear what they have to say. If you followtheir advice, tell them to mark experience; you get a +1 ongoing to see it through. If you ignore their advice, mark a Shadow.

When you study a Bearded or Elder Dragon, add these questions to the move study another dragon :
    • What is whispered about you within your House ?
    • How are you vulnerable to the Darkness ?
    • Who in Dragonia opposes your goals and machinations ?


     


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House & Obligation


Virtue

Ritual


Shadow Track

  • Lash out a friend
  • Break something valuable
  • Escalate a delicate situation
  • Question a friend's loyalty
  • Steal something valuable
  • Reject a tradition of Dragonia


  • Blame a friend for your mistakes
  • Mock or belittle someone vulnerable
  • Seek isolation or solitude
  • hide something from your friends
  • Avoid a difficult task
  • Exaggerate the danger of the situation

Shadowself

More than an artist, you are a machinist. You see dragons as tools to be wielded, manipulated, and forced to see their true potential. Make sure your clutch sees your vision for Dragonia. You are The Crafter. Return from your Shadowself when a friend convinces you to admit that you care more about dragons than objects.

Fellowship

asked you to craft something useful for your Clutch. Explain what it is, and take a Friendship Gem from them.
inspired you to leave your workshop to fight against the Darkness. Explain how they exemplified your virtue, and give them a Friendship Gem.
has your back when your tinkering gets you into trouble. Explain how they exemplified your virtue, and give them a Friendship Gem.

Adult Advancement

1. Raw Scaled Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

2. Winged Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

3. Long-Toothed
Dragon

Moons +1
take another move from another playbook
take +1 to any stat (max +3)
advance your signature move

4. Bearded Dragon

Moons +2
take a ritual of your House
advance your signature move

5. Elder Dragon

Moons +3
your House dedicates a stronghold to you
retire your character; arise as a Mystic
or Ancient

Crafter Moves

Dragon Trade : You are known for your gifts in the draconic arts. Mark two mediums you have dedicated yourself to from the list below :



When you create something in your medium, roll +Cunning. On a 10+, pick 2. On a 7–9, pick one.
    ◈ Your creation is durable
    ◈ Your creation is attractive
    ◈ Your creation is functional

Signature Move Advancement : Mark two new mediums. Tell the DM which dragon helped you to master these new materials.

When you study another dragon after complimenting them on a unique feature or object they possess, roll +Cunning instead of +Charm.

When you repair broken equipment or machinery, roll +Cunning. On a 10+, you do it, no problem. On a 7–9, it’s possible to get it moving again, but only at a cost. The DM will tell you what you have to do to fix it up. On a miss, something vital is missing or permanently broken.

When you create (and describe) a work of art, you can call upon the Moons and store the effects inside your piece. Name an event that will activate the item, and the magic will be released when it is triggered.

You collect odds and ends, including bits of armament and ancient artifacts, just in case the inspiration strikes. When you search your saddlebag for something small enough to be carried with you, roll +Cunning. On a 10+, you have just the thing, or close enough. On a 7–9, you have something similar, but it’s incomplete or flawed. On a miss, you’ve used it recently, but you might be able to get it back.


     


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House & Obligation


Virtue

Ritual


Shadow Track

  • Lash out a friend
  • Break something valuable
  • Escalate a delicate situation
  • Question a friend's loyalty
  • Steal something valuable
  • Reject a tradition of Dragonia


  • Blame a friend for your mistakes
  • Mock or belittle someone vulnerable
  • Seek isolation or solitude
  • hide something from your friends
  • Avoid a difficult task
  • Exaggerate the danger of the situation

Shadowself

You are fast, furious, and unstoppable. No danger is too great for you to face, and you don’t need a Clutch to slow you down. Make sure your clutch always sees you out in front. You are The Daredevil. Return from your Shadowself when a friend convinces you to admit that you need your Clutch.

Fellowship

made you feel welcome in the Clutch when your beast companion fell ill. Explain how they exemplified your virtue, and give them a Friendship Gem.
taught you not to underestimate the Darkness. Explain how they exemplified your virtue, and give them a Friendship Gem.
You saved from a dangerous monster. Take a Friendship Gem from them.

Adult Advancement

1. Raw Scaled Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

2. Winged Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

3. Long-Toothed
Dragon

Moons +1
take another move from another playbook
take +1 to any stat (max +3)
advance your signature move

4. Bearded Dragon

Moons +2
take a ritual of your House
advance your signature move

5. Elder Dragon

Moons +3
your House dedicates a stronghold to you
retire your character; arise as a Mystic
or Ancient

Daredevil Moves

Beast Companion : You find yourself in precarious situations that other dragonkin avoid, but your beast companion will follow you anywhere. Just like other wildlife in Dragonia, your beast companion has aspects of many different animals. Choose up to three. If you only circle one, other creatures of Dragonia will view your companion as a monster, but somehow you two manage.









Abilities :

Signature Move Advancement : Mark a new ability for your beast companion. Tell us how your beast companion discovered (or grew into) their newfound talents.

Take +1 ongoing to acting despite danger to overcome physical obstacles.

When you charge headfirst into a dangerous situation, roll +Courage. On a hit, ask the DM one or more questions from the following list. Take +1 forward to act on the answers. On a 10+, ask 2. On a 7–9, ask 1 :
    • Where’s my best escape route/way in/way past ?
    • What should I be on the lookout for ?
    • Who’s in control here ?
On a miss, someone gets the jump on you before you can get your bearings, putting you in a tough spot and separating you from your friends.

When you attempt to escape any form of physical entrapment, roll +Courage. On a 10+, you escape. On a 7-9, you slip away, but you leave something important behind or attract unwanted attention; the DM will tell you which. On a miss, you still get away, but the costs are great: mark a Shadow.

When a fellow dragon is about to mark a Shadow, you can mark off a Shadow on your Shadow Track instead. You don’t have to act on the Shadow, but it stays marked until you clear your Shadow Track.


     


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House & Obligation


Virtue

Ritual


Shadow Track

  • Lash out a friend
  • Break something valuable
  • Escalate a delicate situation
  • Question a friend's loyalty
  • Steal something valuable
  • Reject a tradition of Dragonia


  • Blame a friend for your mistakes
  • Mock or belittle someone vulnerable
  • Seek isolation or solitude
  • hide something from your friends
  • Avoid a difficult task
  • Exaggerate the danger of the situation

Shadowself

You are pure and one with nature. Dragonia is a distant memory, a false artifice obscuring the true destiny of the land. Make sure your clutch knows how much you value the wild over Dragonia. You are The Nature Adept. Return from your Shadowself when a friend convinces you to acknowledge the value of dragon culture.

Fellowship

was a voice of reason in your Clutch when dealing with older dragons. Explain how they exemplified your virtue, and give them a Gem.
helped you defend a sacred space against the Darkness. Explain how they exemplified your virtue, and give them a Gem.
You have taught to listen to an animal of the wilds. Tell them which wild creature. Take a Gem from them.

Adult Advancement

1. Raw Scaled Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

2. Winged Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

3. Long-Toothed
Dragon

Moons +1
take another move from another playbook
take +1 to any stat (max +3)
advance your signature move

4. Bearded Dragon

Moons +2
take a ritual of your House
advance your signature move

5. Elder Dragon

Moons +3
your House dedicates a stronghold to you
retire your character; arise as a Mystic
or Ancient

NatureAdept Moves

Wild speech : You share this world with beasts and creatures of the wild. The calls of these creatures are a second language to you. You can understand and communicate with animals in a basic tongue of the land, allowing you to study them, insist they accept your help, and mislead or trick them as if they were dragons.

Signature Move Advancement : Mark one of the following as an additional native tongue : stone, water, earth, fire, wind, ice, wood, or metal. Tell the DM how you mastered a new language of the elements.

When you act despite danger while traveling through the wild, roll +Charm instead of +Courage.

You have attracted the attention of the land itself. A small spirit guide follows you wherever you go, offering aid and counsel. When you ask your spirit guide for advice, roll +Charm. On a 10+, mark experience and take +1 forward if you follow its guidance. On a 7–9, take a +1 forward if you do as it says and mark a Shadow if you don’t. On a miss, the spirit is insistent; if you ignore its advice, it leaves your side until you are able to make amends.

When you keep still in natural surroundings, you blend in and are nearly invisible. Enemies cannot spot you until you move or speak.

When you commune with the spirits native to the land, roll +Charm. On a 10+, they impart their wisdom upon you; ask two of the following questions. On a 7–9, ask 1. On a miss, the spirits are in trouble and need help with a ritual of their own.
    • How can I nurture this place ?
    • What does this place want from us ?
    • What last visited this place ?
    • What spirits dance here ?


     


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House & Obligation


Virtue

Ritual


Shadow Track

  • Lash out a friend
  • Break something valuable
  • Escalate a delicate situation
  • Question a friend's loyalty
  • Steal something valuable
  • Reject a tradition of Dragonia


  • Blame a friend for your mistakes
  • Mock or belittle someone vulnerable
  • Seek isolation or solitude
  • hide something from your friends
  • Avoid a difficult task
  • Exaggerate the danger of the situation

Shadowself

You are magnetic and persuasive. You know dragonkin cannot be trusted any more than the Darkness can; you may have to traffic in lies and backroom deals to get things done. Make sure your clutch knows you are willing to sacrifice their feelings to get the job done. You are the Seer. Return from your Shadowself when a friend convinces you to trust a dragon you do not know.

Fellowship

’s knowledge is unparalleled within the Clutch, but they do not see the danger ahead. Take a Gem from them.
helped save you from the Darkness. Explain how they exemplified your virtue. Give them a Gem.
You dreamed of long before you two met. Tell them what the dream was about and take a Gem from them.

Adult Advancement

1. Raw Scaled Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

2. Winged Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

3. Long-Toothed
Dragon

Moons +1
take another move from another playbook
take +1 to any stat (max +3)
advance your signature move

4. Bearded Dragon

Moons +2
take a ritual of your House
advance your signature move

5. Elder Dragon

Moons +3
your House dedicates a stronghold to you
retire your character; arise as a Mystic
or Ancient

Seer Moves

Haunting Visions : You are haunted by visions of the Darkness. At the start of the session, roll +Charm. On a hit, you’ve seen a vision of the Darkness that will aid your Clutch’s efforts; learn something useful and interesting about the tasks at hand. On a 10+, you’ve seen the true face of the Darkness; ask the DM a followup question as well. On a miss, your vision is too dark to aid you; the future it foretells is grim and painful.

Signature Move Advancement : Mark a new feature for your visions. When you roll Haunting Vision, you may:

Tell the DM which dragons helped you gain the strength to master your visions.

When you mislead or trick a dragon corrupted by the Darkness, roll +Charm instead of +Cunning.

Return a Gem and ask the Darkness for something you need. The DM will tell you what it costs. If you pay the price, the Darkness will deliver it.

Add the following options to study another dragon before they have seen you :
    • What secrets is your character hiding ?
    • What has the Darkness offered to you in your moments of weakness ?
    • How do you think we are alike ?

When you consume a piece of the Darkness, roll +Charm. On a hit, the Darkness gives you a vision and answers your questions.

On a hit, choose one from the list below. On a 10+, choose two. The visions…
    • … are lucid and detailed; clear a Shadow.
    • … show you what you need to do; take +1 forward to do it.
    • … reveal the role a dragon will play in the events to come; give +1 forward to a Clutchmate.

On a 7-9, choose one from the list below as well. The visions…
    • … corrupt your soul; mark a Shadow.
    • … distance you from others; return a Gem.
    • … attack your weakened body, take -1 forward.

On a miss, you attract the attention of the Darkness itself.


     


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House & Obligation


Virtue

Ritual


Shadow Track

  • Lash out a friend
  • Break something valuable
  • Escalate a delicate situation
  • Question a friend's loyalty
  • Steal something valuable
  • Reject a tradition of Dragonia


  • Blame a friend for your mistakes
  • Mock or belittle someone vulnerable
  • Seek isolation or solitude
  • hide something from your friends
  • Avoid a difficult task
  • Exaggerate the danger of the situation

Shadowself

You are unstoppable, a hurricane whose might will singlehandedly shatter the Darkness. Dragonia must be protected and no one else is strong enough to help you. Make sure the clutch knows you are the only one who can save Dragonia. You are The Warrior. Return from your Shadowself when a friend convinces you to ask your Clutch for help.

Fellowship

has recently joined your Clutch and you are training them in the art of capital politics. Take a Gem from them.
has stood by your side in a fight against a monster of the Darkness. Explain how they exemplified your virtue. Give them a Gem.
was there when you were most vulnerable. Give them a Gem.

Adult Advancement

1. Raw Scaled Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

2. Winged Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

3. Long-Toothed
Dragon

Moons +1
take another move from another playbook
take +1 to any stat (max +3)
advance your signature move

4. Bearded Dragon

Moons +2
take a ritual of your House
advance your signature move

5. Elder Dragon

Moons +3
your House dedicates a stronghold to you
retire your character; arise as a Mystic
or Ancient

Warrior Moves

Scales of Honor : You have dedicated your life to the betterment of Dragonia. Choose one boon :

Mark a Shadow each time you conceal or hide one or more of your boons.

Signature Move Advancement : Mark a new boon. Tell the DM which of your adventures has earned you such an honor.

When you face an enemy in combat, roll +Courage. On a hit, you can ask the DM questions. Whenever you act on one of the DM’s answers, take +1. On a 10+, ask 2. On a 7–9, ask 1 :
    • Which enemy is most vulnerable to me ?
    • Which enemy is the biggest threat ?
    • What’s my enemy’s true position ?
    • What’s my enemy’s mission or objective ?

On a miss, they catch you off guard. Take a -1 ongoing until you can assert your dominance or rally your allies.

You are a true friend to your Clutchmates; you may give Gems to characters that act according to either of your virtues (Daring or Humor).

Once per session, you can return a Friendship Gem to act despite danger with a 10+.

When you speak frankly with a character, you can ask their player a question from the list below. If they answer it truthfully, they may then ask you a question from the list. You must answer truthfully.
    • Whom do you really serve ?
    • What do you most regret ?
    • What do you most desire ?
    • Who have you truly wronged ?


     


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House & Obligation


Virtue

Ritual


Shadow Track

  • Lash out a friend
  • Break something valuable
  • Escalate a delicate situation
  • Question a friend's loyalty
  • Steal something valuable
  • Reject a tradition of Dragonia


  • Blame a friend for your mistakes
  • Mock or belittle someone vulnerable
  • Seek isolation or solitude
  • hide something from your friends
  • Avoid a difficult task
  • Exaggerate the danger of the situation

Shadowself

You are not truly a dragon but a mere mouthpiece for the elements. You have no patience for petty matters; you are grand and eternal. Make sure your clutch knows how little the elements care for them. You are the Elementalist. Return from your Shadowself when a friend convinces you that dragonkind is significant, important, and valuable.

Fellowship

helped you connect with an element of Dragonia that was lost to the Darkness. Explain how they aided you, and give them a Friendship Gem.
You chose to help you perform a sacred elemental duty. Tell them why you chose them, and take a Friendship Gem from them.
was injured by the elements that you summoned to fight the Darkness. Ask them how that experienced changed them, and give them a Friendship Gem.

Adult Advancement

1. Raw Scaled Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

2. Winged Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

3. Long-Toothed
Dragon

Moons +1
take another move from another playbook
take +1 to any stat (max +3)
advance your signature move

4. Bearded Dragon

Moons +2
take a ritual of your House
advance your signature move

5. Elder Dragon

Moons +3
your House dedicates a stronghold to you
retire your character; arise as a Mystic
or Ancient

Elementalist Moves

From Chaos, Purpose : When you channel the elements to create life, roll +Cunning. On a hit, you craft the elements into a useful assistant for your efforts; describe the form your construct takes and pick the gifts it offers (below). Once your construct has exhausted its gifts, it returns to the elements. You must make an offering to the elements before you can summon another construct.
On a 10+, pick 2 gifts. On a 7-9, pick 1 gift. On a miss, pick 1 gift, but the construct demands a great sacrifice for your offering before it departs.

Signature Move Advancement : You may choose an additional gift when you summon a construct. Tell the DM why the elements favor your clutch’s efforts.

When you call upon the elements to protect someone or something from danger, roll +Cunning. On a hit, the elements themselves rise up in defense, so long as you maintain your concentration. On a 7-9, the elements protect you, but they also reveal their wild and unstoppable nature in turn. On a miss, the elements find your request petty or unworthy; the DM will tell you what you must do to regain their trust.

You have developed the ability to speak to Dragonia itself, and learn its secrets. When you survey an ancient or arcane area, you may ask an additional question drawn from the following list, even on a miss:
    • What elements of Dragonia are hidden here?
    • How can the elements here can help me and my clutch?
On a miss, you awaken an ancient elemental spirit that was better left sleeping.

When you stand up to an older dragon by making a display of elemental might, you may roll +Gems returned instead of +Courage.

When you spend time with your clutch soaking in an element—walking in the rain, bathing in fire, flying amongst the clouds— the elements will make a request. If you agree to fulfill it, you each return a Gem and remove a Shadow. If you fail to fulfill that request, the element will make its displeasure known. The DM will tell you what you must do to appease it.


     


Look

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House & Obligation


Virtue

Ritual


Shadow Track

  • Lash out a friend
  • Break something valuable
  • Escalate a delicate situation
  • Question a friend's loyalty
  • Steal something valuable
  • Reject a tradition of Dragonia


  • Blame a friend for your mistakes
  • Mock or belittle someone vulnerable
  • Seek isolation or solitude
  • hide something from your friends
  • Avoid a difficult task
  • Exaggerate the danger of the situation

Shadowself

You are a player in a game of words and ideas. You manipulate and twist dragons around your talons to make them dance to your purpose, and your purpose alone. Make sure your clutch knows how easily you can twist them with words. You are the Envoy. Return from your Shadowself when a friend convinces you that dragons are more than tools for you to manipulate as you choose.

Fellowship

asked you to mediate a conflict between two Elder dragons within their House. Explain their disagreement, and take a Friendship Gem.
taught you a skill you’ve come to rely upon during your diplomatic efforts. Tell them how they instructed you, and give them a Friendship Gem.
insisted that you join the clutch when you were hesitant or nervous. Explain how they exemplified your virtue, and give them a Friendship Gem.

Adult Advancement

1. Raw Scaled Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

2. Winged Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

3. Long-Toothed
Dragon

Moons +1
take another move from another playbook
take +1 to any stat (max +3)
advance your signature move

4. Bearded Dragon

Moons +2
take a ritual of your House
advance your signature move

5. Elder Dragon

Moons +3
your House dedicates a stronghold to you
retire your character; arise as a Mystic
or Ancient

Envoy Moves

Familiar Face : You frequently travel, speaking with all manner of dragonkin. Sometimes dragons remember you fondly from one of your previous encounters. Mark one social arena where your dragon is known:

Once per session, when you meet a significant dragon (your call), roll +Charm. On a hit, you have met this dragon previously; tell the story of how the two of you met. On a 10+, the dragon owes you a small favor and is interested in repaying it. On a miss, you owe them a debt for a previous breach of etiquette.

Signature Move Advancement : Mark another social arena. Tell the DM which dragon introduced you to a new aspect of dragon society.

When you assess a new opponent in a debate, roll +Charm. On a 7-9, you may ask the DM one question from the list below. On a 10+, ask 2 questions. Take a +1 ongoing while using the information in your strategy.
    • What is my opponent’s objective?
    • What oral strategy or arguments will my opponent use?
    • What will my opponent do if I win (or lose) this debate?

When you speak honestly with a character, they can ask you one question from the list below. If you answer it truthfully, you may then ask them a question from the list. They must answer truthfully.     • Whom do you really serve?     • What do you most desire?     • Who is your worst enemy?     • What would cause you to stop fighting?

When you arbitrate a conflict for two or more of your friends, give a Gem to each party and tell them how to solve their problem. If they agree to your solution, gain +1 ongoing to help them implement your idea, and tell them to mark experience when they bring it to fruition. If they reject your offer, mark a Shadow.

When you help or hinder a Clutchmate by highlighting their personal qualities or failings, roll +Charm instead of +Gems. On a miss, your words strike at their insecurities or doubts; tell them to mark a Shadow.


     


Look

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House & Obligation

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


Virtue

Ritual


Shadow Track

  • Lash out a friend
  • Break something valuable
  • Escalate a delicate situation
  • Question a friend's loyalty
  • Steal something valuable
  • Reject a tradition of Dragonia


  • Blame a friend for your mistakes
  • Mock or belittle someone vulnerable
  • Seek isolation or solitude
  • hide something from your friends
  • Avoid a difficult task
  • Exaggerate the danger of the situation

Shadowself

Your loneliness is a strength. You can prove the doubters wrong without any help from your clutch. You will act alone to save Dragonia. 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

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 Gem.
is consumed by Dragonia’s immediate problems; you will show them why they must focus on the future. Take a Friendship Gem from them.
showed you that the Darkness lingers everywhere. Tell them what Darkness you see in them, and take a Friendship Gem from them.

Adult Advancement

1. Raw Scaled Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

2. Winged Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

3. Long-Toothed
Dragon

Moons +1
take another move from another playbook
take +1 to any stat (max +3)
advance your signature move

4. Bearded Dragon

Moons +2
take a ritual of a clutchmate's House
advance your signature move

5. Elder Dragon

Moons +3
found a new House to preserve
your works
retire your character; arise as a Mystic
or Ancient

Orphan Moves

This is my Destiny : Your fate is intertwined with Dragonia’s future, now and forever. Pick two portents the seers have revealed about what is to come:

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 Dragonia’s fate.

Signature Move Advancement : 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.

Choose a House in which you have a loyal, Elder ally who has mentored you in the past. When you stand up to an older dragon from that House, choose an extra option from the first list, even on a miss.

When you mislead or trick another dragon by pretending to be from their House, roll +Courage instead of +Cunning. On a miss, they demand that you fulfill an obligation for the House that’s clearly beyond your abilities.

When you visit somewhere important to your or your destiny (your call), roll +Courage. On a hit, ask 2 questions from the list below. On a 10+, you can also ask the GM a followup question not on the list.
    • What role might this place play in my future?
    • What’s important here that the others miss?
    • How might my destiny awaken this place?
    • Where should I go next to fulfill my destiny?
On a miss, the GM reveals a dark omen of your destiny that has been concealed.

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.


     


Look

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House & Obligation

You have abandoned your house. Why did you leave?


Virtue

Ritual


Shadow Track

  • Lash out a friend
  • Break something valuable
  • Escalate a delicate situation
  • Question a friend's loyalty
  • Steal something valuable
  • Reject a tradition of Dragonia


  • Blame a friend for your mistakes
  • Mock or belittle someone vulnerable
  • Seek isolation or solitude
  • hide something from your friends
  • Avoid a difficult task
  • Exaggerate the danger of the situation

Shadowself

You know what the world needs, what must be done to fix Dragonia and make it fair, just, and equal. You will make those changes yourself, whatever the cost. Make sure the rest of your clutch knows what needs to change and how righteous you are your quest for justice. You are the Rebel. Return from your Shadowself when a friend convinces you to see how your plans might make things worse for Dragonia.

Fellowship

convinced the clutch to take you in after you left your House. Explain how they exemplified your virtue, and give them a Friendship Gem.
worked with you to expose the treachery of an Elder dragon who had fallen to the Darkness. Give them a Friendship Gem.
You have helped to question one flawed tradition of their House. Tell them what it was, and take a Friendship Gem from them.

Adult Advancement

1. Raw Scaled Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

2. Winged Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

3. Long-Toothed
Dragon

Moons +1
take another move from another playbook
take +1 to any stat (max +3)
advance your signature move

4. Bearded Dragon

Moons +2
take a ritual of any House
advance your signature move

5. Elder Dragon

Moons +3
found a stronghold dedicated to a
just cause
retire your character; arise as a Mystic
or Ancient

Rebel Moves

Read the Flow : You are adept at understanding dragon society. When you spend time amongst the members of a dragon community, roll +Cunning. On a 10+, ask three questions from the list below. On a 7-9, ask two. On a miss, ask one question, but someone important from that community takes issue with you snooping around. The DM will always answer your questions honestly.
    • What unique traditions do they hold dear?
    • Who in this community is being treated unfairly?
    • Who holds the real power here?
    • In what way would change benefit this community?
    • Who here needs my help the most?

Signature Move Advancement : Mark a benefit you gain after reading the flow:

When you give a speech to inspire a group of dragons to action, roll +Cunning. On a 10+ pick two, on a 7-9 pick one :
    • they will each act in some small, personal way towards your goal
    • one among them will make a stand, sacrifice something, or make a big change
    • those your ideas threaten won’t punish you for what you’ve said

On a miss, you inspire them to take unpredictable or excessive action.

When you make your escape, roll +Cunning. On a 10+ you’re able to get away from whatever’s threatening you, for now. On a 7-9, the same, but you have to make a sacrifice to get away; the DM will tell you what its costs you. On a miss, there’s no way out but through. You’ll have to face this one head-on.

When you spread rumors about a member of the community, roll +Cunning. On a 10+ pick two, on a 7-9, pick one :
    • mostly everyone will believe what you’ve said, for now
    • nobody will know it was you who started the rumors
    • there’s no negative fallout for anyone you care about

On a miss, your clever machincations are exposed by other community members friendly to your target; expect to pay a cost for your words.

When you help a clutchmate by putting yourself in danger, mark a Shadow to take a 10+ instead of rolling. If you use this move to mark the fourth Shadow, only the friend you helped can bring you back.


     


Look

  ◈    
  ◈    
  ◈    
  ◈    
  ◈    
  ◈    

House & Obligation


Virtue

Ritual


Shadow Track

  • Lash out a friend
  • Break something valuable
  • Escalate a delicate situation
  • Question a friend's loyalty
  • Steal something valuable
  • Reject a tradition of Dragonia


  • Blame a friend for your mistakes
  • Mock or belittle someone vulnerable
  • Seek isolation or solitude
  • hide something from your friends
  • Avoid a difficult task
  • Exaggerate the danger of the situation

Shadowself

You see the truths that everyone else avoids. They are so gullible, misled by the sweet lies of those who knows better. And you do know better, enough to trick everyone into doing things your way. Make sure your clutch knows how they’ve been duped, how they dance like puppets on your strings. You are the Trickster. Return from your Shadowself when a friend convinces you that some dragons will stand with you of their own free will.

Fellowship

is a fellow prankster, a lover of tricks and jokes just like you. Explain how they once got one over on you, and give them a Friendship Gem.
You know looks to you when they want to get into trouble. Ask them how you exemplify their virtue and take a Friendship Gem from them.
gave you their trust and confidence at a time when you knew you didn’t deserve it. Ask them why they believed in you, and give them a Friendship Gem.

Adult Advancement

1. Raw Scaled Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

2. Winged Drake

Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

3. Long-Toothed
Dragon

Moons +1
take another move from another playbook
take +1 to any stat (max +3)
advance your signature move

4. Bearded Dragon

Moons +2
take a ritual of your House
advance your signature move

5. Elder Dragon

Moons +3
your House dedicates a stronghold to you
retire your character; arise as a Mystic
or Ancient

Trickster Moves

The Long Game : When you reveal how an earlier failure is part of your larger plan, describe your machinations and roll +Charm. On a 10+, pick 2. On a 7-9, pick 1.
    • you’ve created an opportunity; the DM will tell you how you or an ally can claim it.
    • you’ve seized a position or resource; take +1 ongoing when you make use of it.
    • you’ve hidden something important; tell the DM why it might be revealed again.

On a miss, you’re the one who is blindsided by your own cleverness; your feint plays right into the hands of your opposition to disastrous and immediate effect.

Signature Move Advancement : Mark a new potential benefit to your increasingly complex schemes. When you roll The Long Game, you may also find that:

Tell the DM how one of your enemies taught you this new trick, intentionally or not.

When you mislead or trick a dragon with fanciful stories or invented histories, roll +Charm instead of +Cunning. On a miss, your falsehoods cost you much more than the truth could have charged.

When you pretend to ally yourself with a gullible enemy, roll +Charm. On a hit, they truly believe that you have switched sides, at least for now. On a 10+, take +1 ongoing to maintain the ruse. On a miss, they demand proof of your loyalties right now; give it to them, and they’ll welcome you with open arms.

When you are trapped or injured, return a Friendship Gem and roll +Charm. On a hit, you reveal that your form was merely an illusion. On a 10+, your true location is still hidden from your enemies. Take +1 forward and tell the DM when you are ready to reveal yourself. On a 7-9, you are immediately discovered, but the confusion gives you an opportunity; the DM will tell you how to seize it. On a miss, something interfered with your clever plans to escape; mark a Shadow!

When you study another dragon in their home or workplace, add the following options to the list:
    • What habits do you keep up day-to-day?
    • What do your friends truly think of you?
    • What mistakes do you regularly make?
When you use the information you gleaned to impersonate the dragon you studied, you may take a 10+ instead of rolling the first time you need to mislead, distract, or trick a dragon about your false identity.


The Academic

You work hard to learn as much as you can. Knowledge is power, and you fight to pursue and protect it. Sometimes it is hard to balance your passions for the past with living in the present, but you don’t want to miss out on any adventures…or friendships. After all, the heroes you read about had to put down their parchment and get their scales dirty eventually.

The Crafter

You understand that beauty goes beyond a flashy new look, and you know how much hard work and dedication it takes to make great art. But it is important for all great crafters to remember that your trade is a dangerous practice: many like you have fallen to their obsessions. Your friendships will keep you grounded while you pursue perfection.

The Daredevil

The sky is no limit for you. When you shoot for the stars, you achieve great things you never thought possible. Sometimes the rush can make you lose your head; don’t fly so high that you forget about those who look up to you. Your friendships will give you reasons to fly and all you could ever need to keep your wings and heart busy.

The Nature Adept

You know the true splendor of the wilds. Creatures of the land sing a familiar song that reminds you of home, and they hear your roar as they would hear one of their own. But what is Dragonia to you? Can it be your home as well? Only your friendships can help you see the value of dragon Look and realize the promise of living in two worlds.

The Seer

The darkness spoke to you at an early age. You see the approaching horror and work to fight against it, yet others don’t always trust or believe you. You have grown close to the Darkness to learn its secrets, but do not forget your true allies. Your friendships are the light that keeps you from falling to the Darkness.

The Warrior

You are noble and strong. Dragonia is your home and you fight to defend it. You are an inspiration to your fellow dragons, but don’t try to take on too much by yourself. Your friends are strong and capable; give them a chance and they will surprise you.

The Elementalist

Powerful, mystical, strange. The Elementalist draws power from an ancient Dragonian tradition to tap into all of the fundamental elements embedded into the land at the time of its creation. You can wield the elements in your battle against the Darkness, shaping them into living, thinking constructs.

The Envoy

Diplomatic, social, friendly. The Envoy is devoted to making peace between the Houses, presenting a unified front against the Darkness. You play a noble role, one that navigates social waters to strengthen Dragonia’s institutions and dragonkin as a whole for the betterment of all.

The Orphan

Destined, unique, solitary. You’re defined not by your upbringing, but by what you make of yourself. You have an important role to play in Dragonia, even though you don’t know which House to call your own. Despite your fears, your future holds great things…and your friends stand by your side.

The Rebel

Fiery, bold, righteous. The Rebel stands within Dragonia, sees its flaws, and aims at changing them, no matter who stands in their way. You are a necessary voice, though not always beloved by the powers that be.

The Trickster

Brash, convincing, sly. The Trickster knows that nothing in Dragonia is truly what it seems. You love exposing the true nature of the dragons around you, their joy and sorrow at your jokes and illusions a welcome sign that you’ve played your cards just right. After all, the Darkness will have won if the dragons of Dragonia become nothing but hulking, grumpy spoilsports.