That's a fair point, and not starting the game with gems from different characters doesn't mean you don't have a past or past relationships with them, or that you can't get gems from them in the future. In the end, I assume the fellowships are a tool to help TTRPG players establish relationships and roleplay opportunities ahead of time, because not all players might be experienced with that. They aren't all forum roleplayers yo.
In which case,
___ was there when you were most vulnerable. Give them a Gem.
could easily be tied into the other fellowship Fellwing and Shieldwing (I just realized they're both "wings") have. Maybe after the battle Shieldwing was gravely wounded/vulnerable? Or it could be an unrelated event, maybe an emotional vulnerability after something bad happened that Fellwing had foreseen, so she knew to be there to warn him or be there for him afterwards. Like the death of someone or the like.
<Snipped quote> The former is good because it could tie into my Fellowship option of Fellwing option of standing by Shieldwing's side in a fight against a monster from the Darkness. Perhaps Fellwing one time had a vision she didn't like and went off on her own, but Shieldwing noticed and followed her. And while she was on her own, she ended up getting attacked, for Shieldwing to come to her aid. Perhaps, as a raw-scaled drake, he couldn't beat the monster in a straight fight like what he was used to, so the two of them had to get creative and used their environment to take them down?
I really like this one; it's a scenario I can definitely see happening! And like you said, it could tie into yours too - so that's two fellowships done at once.
For the others, hmm, so I know for sure that Stargaze's one doesn't fit Fellwing at all - she's definitely not overly concerned with immediate problems, considering she's all about future visions. ):
So then that just leaves...
___ 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.
Which I could see, considering she has knowledge from her visions to aid her! What better way to use the powers of Darkness than to prank your clutchmates?? :P I can imagine her being that one annoying dragon that's super difficult to prank because she "can see it coming", much to Skobe's dismay.
Also hell yeah to Tiamat's clutch!
Edit: Hmm, I might be in a bit of a pickle - if all of us are supposed to be in 3 fellowships, I'd only be in Skobeloff and Shieldwing's. Guess I gotta spin an explanation for why she might fit the immediate problem one anyway. :'D It's just like the exact opposite of the Seer archetype I was picturing. So it would mean an overhaul of her personality.
Here we go! Got a few last minute clarifying questions though, ha.
- I added the "when using your powers to spy on the Darkness" instead of what was originally written for Touch the Darkness, though I'm not sure what it refers to either - would that mean whenever I use my other move, and/or when using Shadow Magic? Or can I decide whenever I want to use Touch the Darkness?
- About the obligation, does that mean my house wants me to mark a Shadow whenever I'm engaging in Darkness, or is it like a goal that I need to do once to fulfill? I do like the Ruby house a lot and think it's very fitting, but I wouldn't mind switching to the other obligation listed ("Use secret knowledge of the Darkness to aid another") instead if allowed!
Will get back to everyone on the fellowship/clutch stuff tomorrow (almost midnight rn)!
Also, she's a black dragon, but pure black on Guild's background is... painful, so I opted for a more brownish/greyish hue. Lmk if it's difficult to make out though!
Fellwing
She/her | The Seer | black
Stats:
Charm: +2 Courage: 0 Cunning: -1
Virtue:
Creativity
House & Obligation:
Kebros, the House of Ruby: Use secret knowledge of the Darkness to aid another.
Moves:
HAUNTING VISIONS: You are haunted by visions of the darkness. At the start of the session, roll +Charm. On a hit, youβve seen a vision of the Darkness that will aid your Clutchβs efforts; learn something useful and interesting about the tasks at hand. On a 10+, youβve 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. When you advance this move, mark a new feature for your visions. When you roll Haunting Vision, you may: [] share your vision with a Clutchmate; take +1 forward to your Haunting Vision roll. [] prepare your mind; ask an additional question (even on a miss). [] guide your vision; tell the DM what aspect of Dragonia your vision will concern. [] defy your future; offer a +1 forward to a Clutchmate to alter what you have seen. Tell the DM which dragons helped you gain the strength to master your visions.
TOUCH THE DARKNESS: Using your powers to spy on 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.
Advancement:
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:
[] Anger - Lash out at a friend. - Break something valuable - Escalate a delicate situation
[] Doubt - Question a friendβs 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:
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:
___ βs knowledge is unparalleled within the Clutch, but they do not see the danger ahead. Take a Gem from them.
Shieldwing 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..
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.
Well, seeing as Trickster was taken, that settles my choice as the Seer! So yes please, the move seems really cool for playing with the whole Shadow mechanic.
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?
Ooh, I remember this! Tempted to bring back my character from last time. Fairy would fit him the most, but I could spin something no one's taken too - like Normal, maybe? Plenty of cute mons there.
From the midst of a swamp called travel prep, I come bearingββ rats
Swarm of Rats
or to friends, colleagues and that one guy in middle management who actually remembers them (thank you it means a lot to them), simply,
Rats
1β | Rats | Level 1
Appearance: They look exactly the way you imagine them to; a mischief of pretty regular-looking rats in various shades of grey, black and brown. There's seven at the moment, six if we ignore Larry (we usually ignore Larry).
Personality: The hivemind known as Rats consists of multiple different bodies that each share a (fairly simple) mind β which, for the most part, is concerned about survival and its various aspects. That doesn't mean Rats are selfish or lack the ability to work in a group however; quite on the contrary. Because while food and water are important for survival, so is fighting off the creatures trying to invade your home and avoiding getting exterminated by someone angry at upper management β or worse, getting fired in this job market. So while Rats can be overly curious and certainly overly greedy when it comes to things they can devour (and if you ask them, they think they can devour quite a lot of things), they're also diligent and resourceful workers who do their best to follow orders β the way they interpret them, anyhow.
Constantly scurrying about doing something they deem important, Rats are very rarely caught resting (are they actually just regular rats...?) and seem to be at their happiest when they have a project to work on. If they aren't handed one, they make one up for themselves, and that usually means they're the only ones happy though, so it's best to make sure their grubby little hands are occupied at all times. Otherwise you might find them rearranging every rock from the Entrance to the Core, usually in a way that's quite a tripping hazard.
Famously, they also have a knack for avoiding trouble, being very good at running away and having developed quite a heartwarming apology dance (Larry notwithstanding).
Abilities:
Rats are
[We are Rat] β€ in the good, the bad and certainly the ugly. But this is the abilities section, so we don't need to point out the obvious downsides of being rats in here. Instead, we're going to focus on how keen their sense of smell is, how they can squeeze through tight spaces, move quickly and quietly, and apparently scare the shit out of elephants. Pretty useful stuff.
[We are Many] β€ one rat isn't very strong. Two rats aren't very strong. Many ratsββ are still not very strong, but they sure are annoying. To kill them, you need to kill every rat, and that sucks if you don't have reliable AoE or don't want to waste it all on the first floor of that dungeon you're trying to raid. They're pretty good at fighting together too, so it's easier for them to land hits when there are multiple of them focusing the same target. Most annoyingly, their numbers also seem to replenish in time, so they are never not many for long.
[We are Hungry] β€ their bite hurts some, but you know what hurts way worse? Hunger, and they're pretty good at causing it, even if unintentionally. So you'd better keep your eyes on everything edible on your person, otherwise, those rations in your bag? Gone. That snack bar you forgot in your back pocket until it melted there? Gone. Whatever monster you happened to turn into a gourmet meal recently? Dude, not cool, but also gone.
[We are Heard] β€ in your head, multiple times, whenever you want to communicate with them β that is, if you're a monster. Their weird hivemind telepathy doesn't seem to work on humans. So yeah, while their fellow monsters get to communicate with them fairly effortlessly, humans are stuck listening to squeaks and enjoying their β continuously improving, mind β pantomiming routine.
[We have Trenchoat] β€ it's true, they do. It's pretty neat, looted from some fashion-unconscious adventurer or something. If enough of them pile up inside, they can pass as a human. An itchy, twitchy, squeaky human, but that's hardly the weirdest human you've ever seen, now is it? Be honest.
[We are Plague] β€ well, not literally the plague (not at level 1, anyway), but they don't exactly wash themselves, and like we learned in an earlier ability description, they kind of eat everything remotely edible without a care for expiration dates. So if they bite you or otherwise hang around your foodstuff, you aren't going to feel very good for very long.
[You are Us] β€ eventually, once they've gorged on enough juicy exp, they'll be able to make you β yes, you, human, join them. How? The way vampires and werewolves do it, except the end result is less a Majestic Creature of the Night and more another nameless vermin added to the pile. But hey, you'll never, ever be alone again.
... So yeah, better either avoid getting bitten or get working on that constitution.
[TBA] β€ ... go grind first.
Also yeah, will be afk for the next two weeks, in case that affects the picking decision and all.
__________________________________________ S O N . O F . Z E U S ________________________________________________________ 23 | male | bisexual __________________________________________ βΉ hair color | blond βΉ eye color | blue βΉ height | 6' 1" βΉ build | athletic
. A B I L I T I E S peak human condition - xxx flight - xxx electrokinesis - xxx atmokinesis - xxx
S T R E N G T H S naturally gifted - xxxx. stamina - Andy has a lot of drive and energy to just go, go, go. She may get tired but pays no mind to it. Her philosophy is she can rest when she's dead. agile - Flexible and quick, she can move dodge and outrun a lot of others. Of course, not those enhanced by their demigod abilities, but she can usually keep up with most others.
W E A K N E S S E S lack of experience - xxxx distractable - xxxx arrogant - When you've never had to be responsible for the consequences of your actions, you don't exactly expect to
P E R S O N A L I T Y spontaneous .... | .... arrogant .... | .... irresponsible .... | .... courageous
H I S T O R Y
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