World of Kerren · Legacy archive
The world of Kerren
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No. It is not closed to being finished.
#81Dragon information. Size, type. biology.
Finishing the campaign sections or give more of it...
Equipment list.. but you can make your own for right now...
(note- notches for price reference.)
to name the few things right off the top of my head that are needed. -
More Random Thoughts
#82Generic unfiltered thoughts/questions. Sorry if they were answered somewhere else. I tried to make sure the questions weren't asked but may have missed something. There is a lot of stuff.
The original population decided to do without money, so they created a central distribution system with record keeping, like the Feudal Japanese system. It is very efficient. It also allows for external bartering for credit.
No money? I am not familiar with the Japanese system you speak of. Gold or other precious items wouldn't be coveted then above other things? How does that work. Is there something specific to the world that makes itself innately valuable?
Hmmm. If this is the case there are probably "watch towers", waystation that the Ryders have set up to land and rest. The watchtowers make for convenient jump points, one warp apart (figure 300 miles), and all you need to do is learn the jump points on the route to where you are going... rather than having to memorize dozens of locations. Towers make for regular routes as well. (That is a strike against them... but we will see).
So these way stations might build up little colonies... like the restraunts/ gas stations/ tourist traps you find along a long strech of boring highway. They might be used by ground traders as well. However, given the large and carnivorous nature of the local fauna, maybe not.
What do dragons eat? Since they are large and traveling great distances are they 'corralled' or are they forced to then go hunt themselves some food. Could make a big difference on how the way points are structured. Not ground traders but perhaps there are specialized 'pack dragons' to solve this logistical problem.
There is no organized religion on Kerren. Either there were no priests, or the priest died early on and the doctor/ healers took over as the spiritual leaders of the people. Since they were doing the educating, it was easy.
Good plot possibility. Obviously human nature does not lend itself well to such conformity. Those that are isolated from the main population (watch tower people for instance) may find a more 'Kerren' type of worship, whether it be more nature oriented or whatever. There is bound to be those that start converting to self made or bastardized types of religions.
Bio-crete: A substance just being developed. Throw a yeast, some biomass, and some warm water into a mold and a few days later... out pops a wall, a dome, or whatever. If they can keap a yeast starter alive, they can still be using this stuff.
This substance, if it is actually strong enough, could make for some VERY interesting architecture and could define different wards by the person that made/designed them. They could also develop the Japanese type roofs for 'deflecting' evil from above. Depending on the weight it wouldn't be a big stretch to make a ward 'ceiling' to protect from the uninvited warping guests. At least have somebody that has mastered the art to make something spectacular. Adobe is fine, but something out of the ordinary might be fun too.
Warfare is unknown on Kerren. Humans do not kill other humans on a large scale (though duels, near lethal brawls, and murders) do happen.
Just have a hard time grasping it. All peace and harmony is hard to swallow. Of all the warrens that got to be pretty much segregated because of the nature of the land, there has got to be a Prime Warden or Warden that has opposing views. It is a dangerous place, fit of the fittest and smartest. A land of peace just needs to be justified better to me other then religion. How long have they been here again? Maybe my perspective is skewed. If it has been more then a few generations then I would have to say some kind of ward vs. ward battle is almost inevitable at some point. Maybe there was one in the history and all involved were killed so it doesn't happen again now those that are against the norm are all underground.
Will have to see if you have a series of laws that make it extreme enough to not even want to start a brawl which may grow over time to civil unrest in a warden or something. -
#82 Money, Money, Money....
#83Moonhunter wrote:
The original population decided to do without money, so they created a central distribution system with record keeping, like the Feudal Japanese system. It is very efficient. It also allows for external bartering for credit.
Strolen wrote:
No money? I am not familiar with the Japanese system you speak of. Gold or other precious items wouldn't be coveted then above other things? How does that work. Is there something specific to the world that makes itself innately valuable?
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The Colonists came to Kerren with some Utopian ideals, as so many colonists going so many different places in human history have done. They came to Kerren to escape many of the problems of Earth. The foremost was high technology (admittedly Kerren's technology is a bit lower than they originally expected... darn electrosensitive Saurians). One of their others was living closer to the natural world, ecologial sensitivity and a non ownership view of land, (shepard view rather than owner view)
The Kabutz social model was a utopian one, and one of the few commune structures that have worked throughout history. It is also well suited for a lower technology level. By applying that model, they get a cooperative socialist structure (The step before Marxian Communism, not the kind certain revolutionaries actually implimented).
One of the keys of the Kabutz is a central warehousing and distrobution of goods. One of the others is minimal private property. In the Kabutz system, all decisions and allotments are made by the entire group. In Kerren, one person is the central coordinator. The Warden, the head of the ward, is the head of distrobution of resources in the Ward. He takes input in from the Senior/ Important members of the Ward, but he is the final word. He works with the High Warden and the central council of Wardens (in which the Warden is a part) to even out issues of equitable trade between Wards, should a ward have a need that the local people can not meet. The Central coordinator role is what makes this economic system more akin to the Nihon Feudal system, than Kabutz.
On Kerren, the locals acknowledge that Gold and certain gems are keen and somewhat more valuable than their utilitarian needs. However, this world has even fewer metalic resources that Japan or even Greece. If an economy is based on a material, there has to be enough of the material to use for the economy. There is not enough Gold on Kerren to make this possible. In fact, Iron would be the "precious metal" of Kerren. However, they really do not have enough of it to make an economy. Combine this with a bunch of silly utopians, and you get an initial economy that does not have money.
There really isn't anything organic that would substitute well. Organics is something that this planet has way, way too much of. (One of the reasons it was colonized).
So there system is one of Ledgers for big trade and Barter for little trade.
Every person gets a minimum amount of resources noted towards there name. To receive more resources, you are expected to produced for the Ward. When you make an expected amount, you recieve more goods. If you produce more than the expected amount, you get that extra alloted towards your name. You can then borrow against this, i.e. barter with them at the warehouse. So you make pans. You want blankets. You goto the warehouse and someone there checks the ledge, marking off one of your spare pans, for three blankets, or some listed trade rate. The whole system is a check and balance, double entry book keeping system.
Or you can take your excess and barter it with any excess others might have. You can do this in person, or by writing a draft and making the change in the central ledger.
If you have an excess, you can have a trader sell it somewhere else. paying a Ryder to transport it there. You can then trade those items for what you need.
Wardens sell larger lots of excess to other Wards that need them. Since a plauge a few generations back, not every location can make all their domestic needs. However, between the Kerren central economy and the fact that any amount of goods can be tranported anywhere in the world within an hour or two, this has not been a problem for the people.
One of the advantages of this is there are no "muggings" for cash or money. However theft becomes more important. However, Each Kerren Cluster or Outland Village is a fairly small places (1-3000 or 100-10), so you know who has what and everyone's business.
One thing I will be implimenting is a "slash" on the equipment list, much like the Beaver Marks used in Canada. FYI: Older shops in Canada mark the back of tags with slashes/ marks, showing how many Beaver Pelts it would take to buy this (Each one is about $12.50 Canadian last time I was there). This will give players, people used to using money, a general idea of how things are valued against each other.
One of the hardest things in this game environment will be breaking players of the "Money habit". L5R did an okay job of bringing this idea across, and it is the only successful game to do so.
Oh the Japanese Feudal system had money, it was not commonly used until the prevolance until the "merchant class" rose to prominence around the 1300s. Kerren does not need money because these people already had the technology of a credit/ inventory system. -
#83 Waysations and Dragon's eating habits
#84MoonHunter said:
....So these way stations might build up little colonies... like the restraunts/ gas stations/ tourist traps you find along a long strech of boring highway. They might be used by ground traders as well. However, given the large and carnivorous nature of the local fauna, maybe not.
Strolen said:
What do dragons eat? Since they are large and traveling great distances are they 'corralled' or are they forced to then go hunt themselves some food. Could make a big difference on how the way points are structured. Not ground traders but perhaps there are specialized 'pack dragons' to solve this logistical problem.
What do dragons eat? Meat and Rocks. I am not sure if that makes them omnivores. They are primarily carnavores, that eat certain kinds of stone to help digestion and generate gas (for lift and flame). One of the reasons they dig burrows in cliff sides is for dragon rocks.
They are large and are travelling great distances in a blink of the eye, because of warp. Figure one minute tops of flying between warp. Notes: They are also fairly intelligent/ semi sentient and can talk in a fashion to their ryder. They can hunt on their own if pressed. They like swooping down upon a corralled gip herd and pick up some fast food. (The only difference between domesticated and non domesticated gip herds is the fence keeping non dragons from snacking on them). They probably won't need much food at a waystation (for dragons) as a waystation would be in the middle of the wild nowheres. Most of the time they warp to and from villages or clusters or major terrain features (memorable locations).
Note to self: Write example of conversation with dragon, to give people a better idea on how they communicate. -
#84 Religions
#85Moonhunter wrote:
There is no organized religion on Kerren. Either there were no priests, or the priest died early on and the doctor/ healers took over as the spiritual leaders of the people. Since they were doing the educating, it was easy.
Strolen wrote:
Good plot possibility. Obviously human nature does not lend itself well to such conformity. Those that are isolated from the main population (watch tower people for instance) may find a more 'Kerren' type of worship, whether it be more nature oriented or whatever. There is bound to be those that start converting to self made or bastardized types of religions.
The only religion is a vauge spiritualistic system, kind of resembling the Jedi Force, without Jedi or paranormal magik tricks. Similarities can be drawn to Wicca. Since the priest died off early, most of the trappings died with him.
A new messiah could be one of the metaplots that a GM could add to revitalize a stale campaign. Other sample metaplots were Star People or a conflict of succession of the High Warden. -
#85 Cool elements of the Biocrete type
#86Moonhunter wrote:
Bio-crete: A substance just being developed. Throw a yeast, some biomass, and some warm water into a mold and a few days later... out pops a wall, a dome, or whatever. If they can keap a yeast starter alive, they can still be using this stuff.
Strolen wrote:
This substance, if it is actually strong enough, could make for some VERY interesting architecture and could define different wards by the person that made/designed them. They could also develop the Japanese type roofs for 'deflecting' evil from above. Depending on the weight it wouldn't be a big stretch to make a ward 'ceiling' to protect from the uninvited warping guests. At least have somebody that has mastered the art to make something spectacular. Adobe is fine, but something out of the ordinary might be fun too.
Originally, the first sites were designed to be utilitarian. However, when they became clusters (and they found out about the very large flying creatures), they needed to create things that were defensible from the air. Certain things they probably did at that time became more difficult as helpful, as they developed their own "air force" and zhan falls dictate certain design considerations.
I had not thought about the Japanese roofs. And the First three or so sites should have some impressive buildings of a different style. However, these people came from Canada and the Northern US in the late 22nd century... would they know of these roofs? -
#86 A peaceful world
#87Moonhunter wrote:
Warfare is unknown on Kerren. Humans do not kill other humans on a large scale (though duels, near lethal brawls, and murders) do happen.
Strolen Wrote:
Just have a hard time grasping it. All peace and harmony is hard to swallow. Of all the warrens that got to be pretty much segregated because of the nature of the land, there has got to be a Prime Warden or Warden that has opposing views. It is a dangerous place, fit of the fittest and smartest. A land of peace just needs to be justified better to me other then religion. How long have they been here again? Maybe my perspective is skewed. If it has been more then a few generations then I would have to say some kind of ward vs. ward battle is almost inevitable at some point. Maybe there was one in the history and all involved were killed so it doesn't happen again now those that are against the norm are all underground.
Will have to see if you have a series of laws that make it extreme enough to not even want to start a brawl which may grow over time to civil unrest in a warden or something.
First, the colonists created a communal, community orriented society. You supported any human who came by because they only were one of yours.
Secondly, the colonists are always under external threat. Why they might intrigue against each other, the ringing of an alert bell makes everyone on the same side. Wards often need help from other Wards because if Zhan touch down or Zhani prowl about, everyone looses.
Thirdly, they have the tournaments to act as their releases. Since status and prestige are the currence of the Warden council, success in the tournaments can assist in your ward's effective power.
Fourth: Fewer people than most cultures.
Fifth: They are living under a central ruler, who is assigned rather than inherited. Every warden has the chance of being the High Warden... if they throw their dice right.
Six: Trade is an effective tool for conflict as well.
I guess it could happen, but it would be a world changing sort of event. The sort of things that would occur if the ward council broke down- I guess I have a new Meta-plot option. -
The world of Kerren
#88Actually, many centralized rulers tend to start wars, eventually. -
#War, Whats it good for... Huh.. Nothing...
#89Captain Penguin wrote:
Actually, many centralized rulers tend to start wars, eventually.
In this case, against who? The centralized ruler is in charge of the entire world.
Civil war? Possible, but less likely given the points stated above. Also these people know about the history of Terra. They know about war and it being one of the reasons they came here.
If two wards are in conflict, it is never open conflict. There might be some duels between ryders, tournaments might get a bit heated and their might be cheating, some trade cut off, and a few disappearances- possibly an assasination, but no open warfare between the two. This is more of a soap opera world, so you would get lots of low level interaction, rather than high level warfare. The one that breaks the peace in an open fashion, has a good portion of the rest of the world against them. Also no trade... which for some wards means no food. The agressive warden would be caught, stripped of power, and probably killed. Those supporting him, the same.
How? dozens of Ryders would come down on them, with gas grenades (from central stock) and lasers (still have a few around), and all sorts of things. Open warfare? At best it would be 21 ryders vs 60 to 90 ryders. More of a police action really. Those that escape can only go so many places.
Fielding an army that can't fly on Kerren is pretty pointless. You can't get them anywhere fast enough to do any good (Figure 300-600 miles between Warrens with megafauna and no roads). Ryders are all that count.
Lets say their was a schism in the High Council and two people claim being the high warden, with appropriate numbers of people supporting them. You get the same level of warfare you had above, just with more of it.
What you would get is more of a war of opinions, as the person with enough support becomes the High Warden and the other person goes away. With dragons, news can be anywhere in the world in under an hour. Support is the big things, as these people like their orderly little society.
Could they have an open war, sure. But imagine what happens when a zhan storm occuring while a conflict is occuring. Do they stop? Do they sacrifice the ground below for their cause? Do they want the bad blood for the grounders? Nope. They have been trained and culturally endoctrinated to band together and take out the Zhan/ Zhani/ or megafauna.
So... you would get a quiet war of small confict and personal vendettas. -
The world of Kerren
#90That's a reasonable system, and very well thought out. But you have to keep one thing in mind. Humans are not reasonable creatures by nature. Sometimes we do downright stupid stuff, occasionally bordering on suicidal. Idealists are not exempt. Sooner or later, someone's going to start something he probably shouldn't have. -
Dragon thoughts....
#91Dragons are a key part of the Kerren ecology and the dominant native animal in the world.
.
They are not the largest creature, nor the strongest, nor the fastest, nor the most dangerous, in all the world. Humans aside, they are the most intelligent. They maintain the animal populations in territories, by selective hunting of species.
The Dragons, like several species of Kerren have the ability to sense and manipulate the energy field known as Warp. They use their ability to both fly and migrate great distances by moving through warp.
Physically, the Dragons are large Hexepods, six limbs with both a long neck and tail. Four of those limbs are legs, two are wings. These 400 Kg creatures have bodies are 2 meters long, with a 1 meter neck and a 2 meter tail. Their wingspan is 6 meters. There forelegs are small and weak when compared to the main rear legs, which are .75 meters long. All their legs end in sharp claws, with slightly opposable digits. These claws are formidable weapons and capable of digging through soft rock. (Note: these sizes are for the larger Partnered Dragons, Wild Dragons are 75% smaller.)
The have gas bladders inside of themselves to assist in lift and generating the fire bursts.
The dragons could not fly with gas bladders and muscles alone. It appears their ability to warp allows them to generate lift as they push through the warp.
Dragons are Omnivores. While they prefer meet, they also eat plants. In an odd addition, they also eat certain rocks. The eating of rocks not only helps to clean out their intestinal system, but generates the gas that helps them fly and belch fire.
They generate Fire breath (by eating rocks and certain foods)
They can fly at a Fast pace.
They are pack animals, living in large social groups called Prides. A wild pride, will have a dominant mated pair (Alphas) and 5-19 additional adults, and 6-12. Partnered dragons will live with their Ryder Wings in groups of seven, with a given Ward having one to five wings.
They live in cliff side caves that are in common in high mountains of Kerren terrain.
With a wild pride, only the mated pair will breed. After their bi yearly mating flight, a clutch of 6 eggs is produced. The genders of young are evenly distributed. In partnered dragons, the adult pride members all participate in the mating flight. However, only one pair will “win� the flight and be the breeding pair for year.
Wild Dragons migrate four times a year to new regions in their ranges. Partners Dragons do not migrate, as humans help supply their needs through the other times.
They are sensive to warp energies.
They instinctively attack Zhan and Zhani.
They are pride animals.. they think in terms of the group and their friend.
They are humankind’s partner.
They are an telepathic herd creature with an instinctive hatred of Zhan.
They are more than instincts, they are very, very smart.
They are not quite human/ sentient smart, but they are close. They have a 150 active word vocabulary (A smart, well trained terrestrial dog has a 40 to 50 active word vocabulary, a toddler has an 800 active word). The words dragons know are a combination of a dragon’s language and human language.
They have learned more language because of their relationship with humans. The dragons that returned to the wilds after their warrens fell to disuse brought human language with them.
They have the ability to enter warp lines and exiting out somewhere else down the warp line. Wild dragons only warp during the seasonal migrations (4 times a year, around the time of the equinoxes and solstices) to the regular grounds. With a bonded Ryder, a dragon can warp other times a year. The dragon must be airborn. They can not be touching or connected to the ground, nor any body of water, larger than a deep puddle. The partners must have a clear picture of the destination in their mind (or line of sight) to begin the search. Once set, the partners spend 1-20 impulses of open flying to find an appropriate warp line to reach the desired destination (within the Far range it can have). With some familiarity with the destination (i.e. several warps to it) from a given location, can cut the time down to 1-10 impulses (1d20/2) for common destinations or 1-6 (1d20/3) for frequented destinations. It takes a minimum of one impulse free flying to find a warp line. The character arrives on the top of the next impulse.
It should be noted that the borders of a given Ward are within the Far distance from the Warren. Some Wards protect Outlands that are beyond that distance, taking two warps to reach them. It normally takes two to four warps (depending on the intervening Outlands) to travel between Wards. -
Glowing things....
#92Phytoplankton are microscopic organisms that thrive in cold, nutrient-rich waters. They use photosynthesis, like their land-based plant relatives, to convert sunlight into energy. It is the chlorophyll in these organisms that gives them their greenish hue, and this hue, when combined with the deep blue of the water, creates sparkling jewel tones of blues and green.
I should put this in the water. This is what happens to the goop that creates glowmoss when it hits the water. Most of the Zhan DNA is denatured by the saline. However, the glowgoop is zenogenetic and from the same place. It has created glow plankton in the water.
However, this means that swamp land and oceans will have an errie green glow at night. Almost enough to see by. However, glow plankton can be used to make green snap sticks, like the ones we currently have.
On another tact...
I was thinking that this planet has had a mass extinction or two. The dinosars had four modal extinctions, creating the different eras of dino development.
I think the draconian line is the last of the hexopodal (six limbed) creatures that are not insects. Most of them died out in the las modal extinction. This makes the rest of the animals quadrapodal (four limbed). This will make it easier on the players and avoids the Barsoomian references. So now most critters have four limbs, a neck and a tail. Easier on everyone. -
The world of Kerren
#93Well, have you gotten your inspiration back yet? -
The world of Kerren
#94Really randomly:
Mosquitos:
...at the beginning of this all there was a short speculation about whether
Mosquitos sting Zhan monsters (thus spreading the infection), or avoid them. Third option: sting, get infected, but the resulting mutation deformes them to the point they can't fly (and maybe not even move) anymore. So infection after killing the original beast can happen, but is very improbable.
Anorganic materials
Random pseudo-religious attitude to add to some region: "...all is living, all is alive. This blessed place is full of life, and that's what it makes so wonderful. Back on Earth (or Terra or what), we destroyed the Nature and so began all our problems. We can and should act differently now. But we are LIVING, the dragons are living, even our houses and tools are the product of life... that's why we should not use unliving things!"
So metals, glass, stone and other anorganic materials are avoided if posssible, and other ways are sought to be in balance with Nature. People from this parts dislike anorganic materials and have often loooong speeches to people that don't. -
#94 misc
#95I have not gotten my groove back. two weeks between posts is long.
Mosquito option 3. So noted.
Hmmmm. Another plot complication to add in the plot complication list. So Noted.
I was really trying to create a world without clerics. However, it seems that a holy man archetype might actually be unescapable. -
The world of Kerren
#96Well, it's pretty much a given that someone, somehow, will be religious. Even some scientists believe in God. It's all a matter of how one looks at things. -
To limb or not to limb... that is the question...
#97I think that all Kerren native creatures will be hexopodal (six limbed) and all terran creatures quadropodal (four limbed). It adds to the alieness of the world... it also allows for winged quadropeds (four feet and two wings).
For omnivores and carnivores, the middle set is normally the longest limbs, with the rear set being shorter but closed to the same size, and the fore set being the shortest, yet usually the most "weaponed". The front limbs are the fighting limbs, but are used in mobility for being "all terrain" or "better manuverability". The middle limbs are usually the primary mobility set, paired with the rear set for superior speed.
For herbavores, all three sets of legs should be the same lengtht, with the fore limbs perhaps with smaller hooves.
Is this important to the average player and GM, No. It will be important when a GM decides to make up their own animals.
All the basic megafauna are going to be scaled up versions of our terrestrial ecology. So the "Bear" will be Kodiak sized, with thicker pebbly scaled hide (the equivalent of heavy fur protection). The Elk/Deer, are huge herbavores of the 3 meter variety with huge horned racks.
Add a few basic later period dinosaurs that we all knew and loved as children, (with there names filed off and six limbs) to make them unique.
By adapting "real" ecologies with analogous animals, I get a "real" feeling environment with less work.
The only odd creatures are the Draconian series... Dragons, Chirpers/ Dragonites, Jumpers, Swimmers, Gliders. I need better names for the others. -
Hawking and other terrestial critter
#98Hawking is a popular past time on Kerren. Raptors, being endangered on Earth- even as domesticated critters, came along with the other Terran animals. Many people on the ship thought that it would ideal to revive hawking in their lower tech society they were making. The idea was to use them as pets and as hunting/ pest control. (Well that was there intended idea, the real idea was to save the critters from extintion on Terra). When they got here, Hawking seemed ideal. There is always a lot of rabbit sized game (or rat sized insects). They should be food items themselves, but raptors are too fast for Gliders and other Kerren flyers. But they are in danger when they rest and breed (trees and cliff dwelling is a bad survivial habit for smaller animals on Kerren). Originally, this was a hobby for the Warren folk, but the Dragons tend to try and snack on the raptors. The highborns not in the Warren and other folk took on the hobby and saved them.
There are a few freeborn Raptors on Kerren, but very, very few.
There are two other Terran animals that have survived.
K10s.. genetically enhanced dogs. Smarter than conventional dogs (wolf smart... i.e. the intelligence of a 2 year old), stronger, faster, able to climb more easily, larger (average 35 kgs). They were originally slated to be humankind's partner on Kerren. Things turned out a bit different.
Cats.. they are pretty much the same animals that you know on Earth today.
K10s and Cats are pet animals on Kerren. They are not commonly pets in Warrens, as the Dragons don't see them as pets... they see them as fun snack food. Ward folk however, love their cats and K10s.
The other terrestrial animals that came with the colonists were all farm animals. They did not survive the megafauna. If they had not created an electric fence, they might of survived. It is a good thing Gips were practically domesticated when the colonists arrived. -
#98 Zhani Dragons
#99Zhan infected creatures are monsters on a planet of monsters. They tend to be carnivores, as they could be infected directly or eat a zhan infected herbavore (who could of been primary or been infected by eating zhan infected plants). Zhans are mutated monsters that should not be able to breed and so on...
And then it hit me... this is technically a fantasy...
So Zhan, if they survive for long enough and have a zhani of the same breed and general mutations, can breed "normally". This allows for another vector to create Zhan.
Since Dragons, and all the Dranconic critters, have an instinct to destroy Zhan. Perhaps their sensitivity to Warp allows them to "feel" the presence of Zhan. This ability will insure that a draconic will always be in the area of a zhan. Which means they will be prime canidates for becoming Zhani.
Yes.. the most scary critter on the planet... the dragon... can be mutated and made even more dangerous. They become Grey Dragons. There are still wild prides of dragons out there far away from Wards. An infected one can then infect those in its pride. The pride can then breed as well. These creatures can then be the greatest danger to Ryders, as they will be attracted to Zhan (but won't attack it). Thus increasing the Grey areas away from the Wards and Ryders. -
The world of Kerren
#100So, now do you have your inspiration back? -
#100 WOW!
#101This is the 100th post in this thread. I don't have my mojo back, but it is coming in spurts. -
#101 Guns
#102Our happy colonists decided to come to a world without the technological and environmental horrors of Earth. While they are living more simply than they originally expected (the lack of electricity to be specific), they still had technical adaptions not available to those of a lower technology level.
Our sailing ships are catamarans, fast and capable of handling Kerren Waters.
Our engineering still harkens back to all those cool developments in outdoors gear and such.
Yet, why aren't they carrying guns? I mean it is not as cool or hightech as a blaster or laser, but not as primative as the spears we are carrying?
Ryders won't carry rifles, they can only use one handed weapons. So handguns would be possible. But why aren't colonists carrying rifles?
Will the bullets just annoy the megafauna who need serious tissue damage before their small brains even notice?
Is there no sulfer on the planet? Nah this place is volcanicly active... so no dice on that.
Since guns are more effective vs people than animals, especially hand guns, would the colonist not believe in them.. would it offend their new optimism about not needing weapons to use against each other?
The lack of metal is a good excuse? It is for everything else I guess. And resin bullets would still work (and do today). But they have enough metal to make important things. You think a few 50 cals would be important things. -
The world of Kerren
#103No metal is always a good excuse. Maybe the polymers swell in the enviroment, taking away the few millimeter tolerence they need. I'm happy with no guns on Kerren. -
103 Guns... resolved.
#104So generally there are no guns on Kerren.
However, I know there is a secret stash somewhere. Just in case there comes a problem that Ryders can not imediately handle with their normal tools. Thus if it ever came to war or invaders from space, out will pop the M-200s and shells will fly.
I am sure in that same secret stash there are a few lasers/ blasters tucked away from the day of the ship.
The colonists were supposed to be peaceful and eschew weapons. Yet, they were not supid.
The technolgy is there to make gunpowder, just not enough metal for guns. Bombs would be possible.
Bangers (air dropped bomblets) would probably be used to disuade herds of Megafauna from heading towards the lands. Not a weapon per say, but could be used as an anti-personel, anti-dragon weapon in a pinch.
Small bangers and a sling could be our evil weapon of choice. -
The world of Kerren
#105No Guns
(Reason why not to use guns No.465 )
Of course they have a few cool advanced weapons aside, "just for the case". The thing is, most advanced weapons have some smart electronics inside, too. A weapon that attracts a great beast, harms it, but cannot kill it... no good.
(quoting Moonhunter)
...tucked away from the day of the ship...
(end of quote)
Please note the last words: The Day Of The Ship. It makes me think of a great anniversary, time to celebrate, but also to reconsider the last year, whether the colonists were true to their ideals, etc. Be careful to choose whether people give gifts to one another on this day, it may simply end up as X-mas in yet another guise. But if you want it so, no problem... -
Landing Day
#106Holidays... Doh! How could I forget.
Landing Day: This is the day the ship came to land on Kerren. It is a day of general thanksgivings, getting together with families, new beginings (and forgiving people), and presents.
Thank you Manfred
Founding Day: Each Warren/ Ward has its own founding day. Some free clusters and villages have their own founding day. It is a day that there is some kind of traditional party and silly game they play. It could be a kite contest, it could be mountain climbing, log rolling, or dodging the stampeding herd of GIP (like running of the bulls except slower).
Solsticetide: This is the summer holiday on the longest day of the year, the
Summer solstice (Winter Solstice in the Southern Hemisphere). Generally an excuse to drink and dance.
Anything else? -
#106 Religion
#107The primary religion of Kerren is "Preservation." Dedicated to the preservation of society and community, Preservationism has strong roots in ecology movement. As technology that can do more and more, it can destroy more and more.
Preservers had a dispersed structure, much like a network. There is no heirarchy or chain of command. You just are part of it or not. Decisions are by concensus. You may think ecologicially, but you act locally, with the higher ideals in mind.
Though Preservers do not see themselves acting in opposition to older religions or technology. They see themselves as the next step, to ensure the survival of community and society.
One of Preservation's primary goals is the preservation and extension of planetary ecosystems. Having failed on Earth, they are now trying to preserve the new colonial worlds.
Better? -
More Holidays?
#108Like we have holidays for great people in our history, perhaps they celebrate great days in the short history they have had there.
Dragon Ryder day. Day of great festivities and games to celebrate the first taming of a dragon.
Perhaps a few days to mourn. Like a day of rememberance of the first colony that got destroyed by the Zhan and made their presence something to be feared. A day of city wide training on the defense so everybody stays somewhat current on the dangers that are faced. -
Well lets see..
#109Onterio was the first Ryder. He was Born on Kerren, so his birthday would a holiday. Lets add a tragic note, that he died on his birthday... doing something dammably heroic.. like He and his old Edge fighting off a Pride of Grey Dragons (while the rest of the wings were out doing something else important).
This would be important to Warren folk and less important to Cluster folk.
To my thinking, none of the original colony sites were lost to Mega fauna, Zhan, or Zhan-mega fauna. I am sure it came darn close. Those were the days when the Dragon Ryders were supported by the Hoppers (sub-orbital air lifters... kind of like the Eagles of Space 1999 except like cyberpunk/ blade runner vector thrust vehicles). Dragons plus machines with lasers makes for powerful attack force. (Of course, they did loose the cows, goats, and horses to predation early on).
However, they have lost tons of villages and lesser clusters under construction. (Once you have that 40 foot wall up and a cliff side, you have a fairly defensible position). Population density inside a cluster is fairly high. The lure of open space is why people migrate to villages and create new clusters. -
Tournaments and lots of NPC activity
#110In a Kerren game, you will have a large number of NPCs competing against other NPCs and Zhan falling. Rather than rolling 1d20 for everyone every round (insert game mechanics of game system), like you would for PCs, another mechanic must be used.
Rolls 3 1d6s
If your NPCs are average, 3 or less is success. If they are above average 4 or less, exceptional 5, and of course below average 2 with novice as 1.
Count the number of successes...
3 full success
2 minor success
1 failure mixed with success
0 or more total failure.
So you can run a tournament with 16 people, most of which are NPCs, quickly. Player character events are played out with the tactical rules. The NPCs (unless those who have dramatic reasons to win), roll 3 dice for each pair competing against each other. The winner (Ryder with the most successes) goes on to the next round. The GM can use the #of successes to determine the quality. (3 successes vs 0, a total route. 2 vs 2, a tough battle, both were hurt, and the judges had to decide). If a great ryder fails the die rolls unexpectedly, come up with a reason like a saddle strap breaks or something random happened. This gives you results and background color.
For a zhan attack it would be 1d6 for each level of zhan storm. Each success would count towards the successful strikes. (You need 1-5 successful strikes per storm based on the size of the storm. The level determines the intensity.
This mechanics can be used to simplify goons fighting goons, and other mass combats that you don't want to utilize the games specific rules. -
The world of Kerren
#111I have read the term "Grey Land", and it got me thinking. Is there really no cure for Zhan? If not, it is likely the planet would be sooner or later overrun but it. Or is it only the dragons that burn it?
Perhaps there is some way local flora (or whatever) stops or slows the spreading. Nothing immediately useful for an infected human, but it slows up the cancer until the dragons find the spot and burn it. It might eventually be the base of a cure, if intensive scientific research is done.
It is likely that Kerren was "bombarded" with Zhan for millenia. The ecosystem should create some defense mechanisms against this invasion of alien life-forms. The dragons may be the most obvious part, yet not the only one.
Now the question of game usefullness remains. Say, the flora exudes a special toxin when in contact with Zhan. Maybe it is some 'suicide shot', deadly stuff that kills everything around, so don't come near to GreyLand yourself. It could be something harmful only to Zhan, so it could be a base for the before-mentioned cure. Or it is something potentially useful for Humans, perhaps some anorganic poison, for example Quicksilver? Think of something yourself. This could make approaching GreyLand valuable, as much as it is dangerous, and surely would be frowned upon publicly. -
Grey zones...
#112Zhan infection stops a lifeform's ability to breed. Zhan infection can only be transfered through a syrum transfter (bite saliva, injected toxins, etc). So while "an area" can be infected, it eventually dies out and is reclaimed by native flora/ fauna.
Remember zhan themselves are gloppy things that basically breakdown cell walls, and become part of the existing cell.. entering into a lifeform. No true syrum transfer here, it is more like a viral infection- a dna exchange. So a Zhan that can not find an animal to infect, eventually bleeds mass into the plants.. who become grey plants. Greyzones are dangerous because the plants become predatory taking down animals with poisons, spikes, and the occasional trapping mechanism.
When plants are infected, they become more dangerous, but seldom predatory to other plants... therefore no syrum transfer. They do take out the occasional animal, most of which die, but not all (those that survive often become zhani). Animals infected become carnivores; original carnivores become really deadly. They infect other creatures that survive their attacks (where spit or toxin), which is not likely as they are much more efficient as predators.
Note: urine is not normally considered syrum, in terms of transfer... so urinating zhan do not project the infection that way.
For zhan to take over the biosphere, you would need an herbavore to be infected and not become a carnavore. As it eats leaves and grasses, it would infect those things. If the herbavore ate regular plants and zhan infected ones (without succumbing to poisons and such), this herbavore zhani could spread the infection indefinately. (Could happen in your saga)
I think the biosystem's defense against the Zhan is to shut down anything's ability to reproduce. Zhani are efficient predators, so if they could breed they would take over the food chain.
Also the Dragon branch includes Hoppers (our veloceraptors), Gliders, SeaDragons, Mini-dragons, and probably one more. All of them have increased para-sensory abilities because of the amount of nerves in their wing /glider /webbing. These creatures are sensitive to warp (and electromagnetic fields) and things that came through warp (which allows them to know when Zhan are in the area). (That extra neural web in their wings allow them to warp/ phase/ etc.). So the dragons burn these things, but the other ones are known to attack them (and since they are able to sense their presence, more able to avoid zhani suprise attacks.
Everything on Kerren is more sensative to electromagnetic fields than Terran creatures. Perhaps that is another part of the biosystem's defense. -
Responding to the way back
#113Wing Creation: I can not think of a way to create an "instant" wing, just roll dice on the chart. Each Dragon Wing of seven ryders will need to be defined groups of NPCs.
Okay I have. It is just a huge chart with a number of generic unique traits that can be done. Slap a Kerrenese name on it, determine its level, and build the character around the trait.
Example characters or lists of Wings would be better. -
SCIENCE!
#114Low oxygen and hot greenhouse conditions caused by intense volcanic activity may have caused widespread extinctions 250 million years ago and about 200 million years ago.
DINOSAURS FIRST APPEARED during a long period of low oxygen and therefore developed highly efficient breathing mechanisms that allowed them to thrive while many other species became extinct.
The researchers arrived at the theory by tying in what is known about the physiology of dinosaurs with recent geological evidence suggesting that from 275 million to 175 million years ago, oxygen levels stayed very low  comparable to levels found now at altitudes of 14,000 feet (4,200 meters).
Peter Ward, a University of Washington paleontologist, said he believes low oxygen and hot greenhouse conditions caused by intense volcanic activity may have caused widespread extinctions 250 million years ago, at the boundary between the Permian and Triassic periods, and about 200 million years ago, at the boundary between the Triassic and Jurassic periods.
The Permian-Triassic extinction is believed to have eradicated 90 percent of all species on Earth, including most protomammals, the immediate ancestors of true mammals.
The Triassic-Jurassic extinction killed more than half the species, including many mammals and mammal-like reptiles. But dinosaurs flourished.
PIECES OF THE PUZZLE
Ward said he put together three pieces of the puzzle  the extremely efficient breathing systems of birds, the finding that many dinosaurs had similar physiology, and a report that came out earlier this year showing that oxygen levels were low during the two extinctions.
“Someone told me they had heard of or seen geese flying above (Mount) Everest  at 31,000 feet (10,000 meters),� said Ward, who presents his findings Tuesday to a meeting of the Geological Society of America.
The air is thin up there.
“If you put a human at 30,000 feet they’d be very, very, quite dead. And the birds are not only up there, they are doing major heavy exercise,� Ward said
Birds and dinosaurs both have holes in their bones. And many of the largest dinosaurs, such as brontosaurus or apatosaurus, seem to have had lungs attached to a series of thin-walled air sacs that may have acted something like bellows to move air through the body.
“The reason the birds developed these systems is that they arose from dinosaurs halfway through the Jurassic period. They are how the dinosaurs survived,� Ward said.
“The literature always said that the reason birds had sacs was so they could breathe when they fly. But I don’t know of any brontosaurus that could fly,� he added.
“However, when we considered that birds fly at altitudes where oxygen is significantly lower, we finally put it all together with the fact that the oxygen level at the surface was only 10 percent to 11 percent at the time the dinosaurs evolved.�
Currently at sea level, atmospheric oxygen levels are 21 percent.
ADVANTAGE FOR DINOSAURS
If giant dinosaurs had to breathe in a low-atmosphere environment, then such an efficient breathing system would have given them a survival advantage.
“You’d be really favored for survival in very bad, nasty, low-oxygen world,� Ward said.
Dinosaurs dominated the world for hundreds of millions of years, perishing 65 million years ago. Most scientists say the impact of an asteroid or meteor was the catalyst for that extinction, although that hypothesis is currently the subject of fresh debate.
© 2003 Reuters Limited. All rights reserved. Republication or redistribution of Reuters content is expressly prohibited without the prior written consent of Reuters.
So does Kerren have a lower O2 content? Does that explain the giant dinosaurs? A little. The main reason they have dinosaurs on Kerren is because they are cool. -
Re: The world of Kerren
#115Given a choice, I will only play games with a gift and flaw system (or whole point by system). For those of you that don't know this kind of system: gifts are small advantages or boons that the character can have, flaws are things which are detrimental to the character. Gifts usually have a point cost, with a PC starting with X number of points (usually way to insufficient for most people's needs). Flaws are taken to offset that cost, as the more detrimental the flaw the more points it is worth. I have grouped this Kerrenese specific gifts and flaws in categories of similar types. And if you don't get all the mechanics, no worries the descriptions are pretty vague enough that you can adapt them to your own game and taste.
GENRE
Social Status: Every character in Kerren has a social rank, a default trait. Social rank is a guideline as to who and what you are in Kerren Society, but even an Outlander could rise to be a Warden. It also does not automatically convey power or abilities, those must be given by society. Every character has the campaign default (as set by the GM). To have a higher social rank is a gift, a lower one a flaw. The standard default is Warder Rank 2. Using the standard default, to be an Outlander is a 2 trait flaw (0-2) while a HighBlood would be a two trait gift (4-2). Many characters will take position sets, that grant them the INFLUENCE and Status for their positions, offset by their obligations.
Rank 7 High Warden: The warden for the entire all world.
Rank 6 High Councilor
Rank 5 Warden
Rank 4 HiBlood/ Wing Leader:
Rank 3 Well respected Warder (must be earned, can not be taken)
Rank 2 Warder
Rank 1 Cluster: Those that live in a village or town.
Rank 0 Outlander:
Rank –1 OutCast (See CHA Secondaries, this is not taken as a Rank Change)
Bonding: Every character in AtS has a Bonding level, a default trait. Bonding determines what level of bond, if any a character has to a dragon or animal. The two most common default levels for a campaign are either 0 or 2. If the default level is 2, and the character can not even be imprinted, it receives a 4 trait flaw (–2-2). A character normally starts with an appropriate bond beast for their level. (Sometimes players save a few extra traits from their creation so they can improve their bonding level immediately when the opportunity presents itself. These extra traits can be listed as Karma: to be bonded.)
Rank 2 Dragon level Bond
Rank 1 Lesser level Bond, see OutWalker
Rank 0 None
Rank-1 Unable to be Bonded, Minimum allowed to be a Ryder. Can not
have BND AoE
Rank-2 Unable to be Imprinted. The character is unable to be a Ryder.
Imprinted (G1): This gift represents a dragon is imprinted upon the character, accepting it as a Ryder. This is also a default trait. If the campaign’s default is that characters are not automatically imprinted or imprintable, then to be imprinted is one trait gift. (Sometimes players save one extra trait, just so they can be imprinted when the time comes. This extra trait can be listed as Karma: to be imprinted.) To be bonded, you must be imprinted and have the Bond AoE or Gift.
Learning Karma (F?): This is a flaw that automatically is applied to characters who do not have enough traits to take the “upgraded” bonding, imprinting, or social rank (buying new traits or buying off old flaws). (An Outlander who managed to be imprinted and bonded to a dragon that is part of a Ward, would need five traits.) These become karmic flaws, expressing situations the character keeps getting into because of its inexperience. Think of them plotlines that a young character might experience in a fantasy story set in Kerren.
Difficult Ryder, Social Gaff, Homesick, Confused, Annoyance nemesis: Councilor/ Rydermate/ Prime, Dragon gets sick
BODY
Other than some regional sets, there are no body traits that are specific to this milieu. If everyone is supposed to be of a given region or type, these regional sets can be adjusted.
Pointers (S): Those born of people from the Point, the large peninsula tend to be bigger and stronger than those in other areas.
PHY+2 “Large”, MPY-1 “weak bond strength” +.15x
Southern Women (S): The women of the Southern Lands are said to be the most beautiful in the world.
DEX+1 “Graceful” +CHA+2 “Beautiful Faces” “Beautiful hair” +.30x
Westerners (S): Those of the Western Wards tend to have wavey chestnut hair, bright green eyes, and a certain quality, that makes them distinctive.
DF: Westerner look DEX+1, MEN+1 +.25x
MENTAL
Bond Familiarities (G): Characters who are imprinted, but do not have the BND AoE, can take specific bond abilities to be performed with a Metaphysical DR.
Bond Training (S) The character has received specialized training (or learned more in the basic training) in the skills and techniques of Bonding. For many bonded people, this is all the source of all their BND ranks.
BND+2 +.15x
Crafter Born (G2/S): Those who raised you were crafters and they taught you their craft. You many not be a crafter now, but you still have memories of the time with your family.
CRAFT+2 “Craft trait” +.15x or CRAFT+1 “craft trait +TEC+1 “Trait” +.25x
Healer Trained (G2/S): You have had some notable training in the Healer’s role when you were younger. It could be you had a healer parent or friend, were an apprentice Healer or Healer assistant, or was a patient quite frequently. The player must always define the reason for their experience.
SCIENCE+1 “Healing”, DEDUCTION+1 “Diagnosis”, COMMUNICATION+1 “Talking Out Problems” +.3x
Outland Born (G2/S): You may not be an Outlander now, being accepted as part of a Cluster or Ward, but you spent most of your life away from a Cluster or Warren. This makes you a bit odd, but good at surviving where other are afraid to go. This secondary is also very common for current Outland and Wilds folks. The player must always define the reason for their experience.
SURVIVAL+2, PERCEPTION+1, ATHLETIC+1 +.4x
Saga Training (G1/S): The character has a greater than average knowledge of the Sagas. The character might of been exposed to more sagas, have a knack for memorizing them, or been drilled by a relative. The player must always define the reason for their experience. The G1 trait would be a KNW-0 Sagas familiarity.
KNOWLEDGE+2 "Sagas” +COMMUNICATION+1 “StoryTelling” +.3x
Talent (G1/S): The character has an natural talent for music and storytelling. There is no such thing as a “professional” entertainer in Kerren society. Everyone is expected to contribute some entertainment to festivals/ events/ and long evenings equal to their talents. People with this gift or set will often be given invitations to functions they normally would not be invited to. (Sometimes the giving of gifts or promises will bribe someone to perform more often or for longer duration than they would otherwise.)
PERFORMANCE+2 +STATUS+1 “Talented” +.25x
Trader Family (G1/S): The character grew up in a Trader family. They know all about trade and credit. They may still have some credit left with their family or trader cousin. A player must always define the reason for their experience.
INFLUENCE+1 Credit, BUSINESS+0 Barter, CONTACTS-0 “Traders” +.2x
Warren born (G1/ S): The character was born and live some time in a warren, but because they were not imprintable nor high blooded, they lost their place in the Warren.
BKG: Warren (2), Bond Rank –2 -0x or -.1x
Wing Leader(G/S) See Archetype and Experience secondaries. Can only be taken with GM permission.
Zhan experience (S): At sometime past, the character has a brush with a Zhan Monster. As a gift or positive set, it expresses that you learned from the encounter and will be able to deal with future encounters. As a flaw or negative set (negative EP MOD), it expresses that you still fear the monsters (though you may hide that fear well). Characters with a negative Zhan experience have the ability to sense Zhan and Monsters in there immediate area, with a simple MPY PER DR. While this might improve their survival chances, it could lead to paralysis and fear when some is not immediately needed. Example Parts for sets
ATHLETIC+1 “Running” (3) Fear of Zhan Bite (-2)
DECEPTION+2 Hiding (4) Must Hide when confronted by Monster (-3)
L-COMBATIVE+2 “Fighting Zhan” (3) L-COMCOMBATIVE-2”Fighting Zhan” (-3)
PERCEPTION+2 “Paranoid” (3) Mute in presence of Zhan (-2)
EMOTIONAL
Brash (G/F): A common Ryder emotional trait.
Belief in Justice and the Law (G/F): All Ryders and Highborns are supposed to enforce the common law. Certain ones dedicate themselves to justice, fairness, and equality through the law. They will pursue those who flee justice. There dedication to the people makes them quite popular. Those with this trait receive +1 status and this reputation.
Dedicated (G/F): The character is always striving to perfect itself and its skills. The character spends more time in training and practice than almost anyone else. Those who are dedicated frequently become Wing Leaders and Edges.
Insider/ Fear of Open Space/Wilds (G/F): Most people, including Outlanders, are cautions of the wild areas, because of the dangerous animals and the possibility of Zhan Monsters. Many living in Clusters and Warrens take this caution to a greater extreme. They will avoid leaving their safe places and will distrust those who do.
Romantic (G/F): Heart Bonds, Love triangles, unrequited love, affairs, and first loves are all things of the Sagas. The character has a belief in the power of love and attraction over all other things.
Reckless (G/F): A common Ryder emotional trait. Similar traits are extreme confidence and over confidence.
Skyfright/ Fear of Flying/ Heights (G/F): This trait could spell the end of a career for a Ryder or Ryder candidate.
Support of XXX (G/F): The character is dedicated to a certain faction in the Warren or Council. People will do anything to support their ideals. Remember that the Wings of the World campaigns center around human drama, as well as the fairly common Zhan threat.
The Small Fear/ Fear of Enclosed places (G/F): Warders live in Warrens, caves and living spaces carved out of cliff and mountain sides. These are the places Dragons wish to live, so must their Ryders. Some parts of the warrens are tight and confining, dark too if the light moss does not grow there. If you can not live there, you can not be a warder. If the frequency is great, the buildings of a Cluster or even small huts can cause discomfort is you remain in them long enough, and the character should seek a career as a Wilder.
“The Vow” (G2/F3): When a person has lost everything they care about to a Zhan, they are empty and lost. The void is frequently filled with anger and hatred towards the Zhan. The Vow is that the character will hunt down all Zhan monsters and kill them, or die trying, so no one else has to feel this empty. Those who have the Vow will sacrifice anything and anyone (except an innocent) to destroy a monster. Ryders may destroy Zhan in the course of their duties, but a Slayer lives only to destroy them. (This is required if the character has the Slayer Archetype.)
“Wild thing” (G3/F3): Wild thing is often used to describe Ryders. It expresses the idea that they live a dangerous life and live it to the fullest. They take life and death chances on a whim, confident to the point of overconfident, and will do anything to complete their assignment... even kill themselves. In their off hours they are rowdy, hedonistic, and nearly out of control (since they are the ones enforcing common law.. they don’t bend it too much when they are off duty). This “code of behavior” is a full time life and death occupation, hence its worth.
Zhan Hatred towards (G/F): The hatred of Zhan is an understandable emotion. Those with this trait take it to less rational extremes.
Zhan, Fear of (G/F): A very common trait, as any sane person would be fearful of powerful monsters.
METAPHYSICAL
Bonding: See Genre
Chirps (S): The character has a non traditional bond with a Chirp, a microsized dragon. Unlike most non-traditional bonds, the character can also be bonded with a Dragon (if they have that Bond Level). However, this does not stop the Dragon (or another Dragon) from occasionally trying to snack on its hyper little cousin.
L-Bond+2 “Empathy w/Chirp” +.1x
Dragon Speech (G3): This generalized bond ability that allows the character to NearSpeak to all Dragons.
Dragon of Interest (G1/F1): Your dragon has several “notable” traits. The Dragon has two more notable traits that are selected or rolled for. If this is a flaw, the pair of you will continuelly have to keep proving yourself.
Empathy (G2): The character has the ability to sense the emotions of the living thing around it with a MPY+PER DR. The character can project its feelings to others, so they honestly know what the character is feeling, by taking concentration action, two points of manna, and a MPY+3 DR.
Gifted (S): The character has a natural gift with Metaphysical skills. Many family lines are gifted as well.
Gifted MPY+2 and three traits to be applied to MPY, BND, or MPY gifts +.3x
Gifted Bloodline: MPY+1 +.2x
Gifted Bloodline: MPY+2 STA-1 “odd”, Irrational EMO trait –2 +0x
Greater Beast Bond (G1-3): See Genre. The character has a non traditional bond with a non Dragon that is unusual. Most non Dragon bonds are with Pet Beasts (Dogs, Cat, Hawks) or Chirps. Sometimes bond beasts are non pet beasts. Some of these beasts are nearly wild. The cost of the non pet beast gift is based on its size and abilities (and GM’s abilities and campaign).
HeartBond (G2/S): The character can have a special bond with a companion, loved one, or family member. This functions like a beast bond to the loved one (excluding the warp ability). The character must take appropriate bond traits to work bond abilities with their heartbond.
Heartbond L-BND+2 “Loved One” +.1x
Imprinted: See Genre
Learning Karma: See Genre
Mind Blocked (F2): The character is incapable to achieving any level of mental communication with its partner. The character will have either the ANI AoE or BND but unable to use or have the following traits or basic abilities: Empathy, NearSpeak, See, Share, and Slip.
Open Talent (G4): The character has a “Unique” talent, the thing of elder sagas. These talents are not as reliable as “normal” bond related talents, but allow the character to do things other only dream off. Known open talents found in the Sagas are, precognition, post cognition, the ability to sense the recent dead, telekinesis (about 1 Kg), the ability to read surface thoughts, and the ability see any bond a living thing might have. Some GMs require characters have talent or talented bloodlines to take an open talent. These gifts are hugely expensive. If a normal gift costs one to three points, this costs 4 or moe.
Polybond (G2+1-5): A character may have more than one bond beast. While not common (it requires a two trait gift plus a bond level), this is a known phenomena in the Sagas. A polybond gets one beast for free, and must take every additional animal as if it was a gift (and must have a bond level that will allow them to bond with the animals chosen). A dragon ryder with a chip beast will need a G2 and G1 gift, to have a bonded dragon and chip. Remember that a Dragon considers most PetBeasts as food and Greater Beast as a threat. Such mixed bonds usually end up badly.
Chirp (G1), PetBeast (G2), Greater Beast (Cost of the greater bond beast plus one trait.), Dragon, if you want two dragons or already have a bond (G5)
Strong Bond (G1): The character has a stronger bond than most, receiving a +1 MOD to all BOND DRs.
Strong Power (S): The character has a bond power that is significantly stronger than the character’s normal bond level.
L-BONDND+3 “trait” +.2x
Weak Bond (F1): The character has a weaker bond than most, receiving a -1 MOD to all BOND DRs.
Weak Power (S): The character has a common bond power that is significantly weaker than the character’s normal bond level.
L-BND-3 “trait” -.2x
CHARISMA
While there is always the threat of Zhan and Monsters, most of the drama in a AtS campaigns come from human drama. People have needs and desires (sometimes irrational) and relationships (which don’t always make sense). Groups often form around mutual needs or desires. As groups or individuals with opposing ideals come into conflicts, the results can be far reaching, especially if those involved are wardens, councilors, or primes.
Age (G/F): The sagas are full of teenagers who have changed the world. The most famous is Onterio of FirstDown, the first dragon Ryder and eventually the first Warden and High Warden. Ryders are frequently chosen as teenagers.
Allies (G) Ryder, Warden, Councilor, Edge, Wing Warden An entire wing, a Prime, all are possible allies. They should be part of the same factions as the character.
Animal Follower (G 1-2): To have a super pet, that the character is not bonded to, requires this trait. To have a pet beast who is normal, is free in terms of traits.
Credit (G/F/S): This is the equivalent of wealth secondary.
Ex-Ryder (F3): Your mount died, but you survived. You are unwilling or unable to take on a new mount. You are able to live in the Warren, and do not have to have any real function. You must have the dragon bond level to have this flaw.
Family (G/N/F/S) Related to Highbloods, common Cluster folk, or Outlander. Many of these are found in the MEN secondaries. Sometimes individual families will have traits or A-Lv MODs that every member has. Many GMs design family sets for every family in a Cluster or Ward.
Important family INFLUENCE+1 “Warren or Cluster”, STA+1 “Family name”
Gifted Bloodline: METAPHYSICAL+1 +.2x
Clan Torkin PHY+1 “Wiry” and EMO: Bully –1 +.05x
Famous/Influenceamous deed (G/F): The character has done something that has become a local story, and could some day evolve into being mentioned in a saga. People will always expect you to live up to your story. Two times the number of secondary traits is the number of reputation points the event is worth.
Female (G/N/F): Women in Kerren society have expected roles (Wing Warden, Scale, Healer, and Crafter). They are not prohibited by law from taking other roles, but only by tradition. Some women are accepted in these roles, once they prove their worth (neutral level). Some women are automatically accepted in these masculine roles (gift), while others are never truly accepted in these men’s roles, no matter how well they perform (flaw).
Fostered (G/F1): Some children are “given” or “traded” to other families. While this is most commonly done between high blood families, crafters are now seeing the advantages of the tradition. These children adopted and grow up in their new family, with their new responsibilies. Fostering allows for diversity in the gene pool and a chance for the child to “step up” a level in social status. Fostered children don’t have to have the same regional sets as everyone else around them. If they have the gift, they still have connections to their old Ward and social groups (contacts). If they have the flaw, they have lost their connection to others and are not treated well in their new family.
Goods (G/N/F/S): If the character is to start with a metal weapon, harness, or notable item, they must have a goods gift.
Heir (G/F/S): A prime position, high blood, a wardenhood, a shop, or a given weapon.
High blood (G2/S): You are a member of one of the prestigious families that can claim having a warden or a famous Ryder ancestor. This allows them to live in the Warren, rather than living in the Cluster, even if they are not Ryders. Ryders are frequently drawn from high blooded families. However, there are many high blood families that have not contributed a Ryder in several generations. If those families were not High blood, they would of asked to leave the warren.
INFLUENCE+2 “Credit” or “Warren”, STA+2 High Blood. +.4x
Nemesis (F): Where there is human drama, there are nemesis. If you believe in a faction or group’s belief, you are opposed by those who oppose the faction or group. There could be those that oppose you for who you are, or because they do not like where you came from, or that your presence makes them nervous. Find someone who you think opposes you or leave this blank/ open to allow the GM to choose the secret nemesis.
Obligation (G/F): All positions have a built in obligations. Those that do not meet their obligations do not receive their share of foods and goods from the Ward’s or Cluster’s stores. This secondary is used for those that have extra obligations.
Omega (F2): The character has the lowest social standing of anyone in the Warren (or social group). This is the person that everyone can kick or ignore. They have a reputation for being a screw up and useless. If a warren folk, this reputation extends through the entire ward.
Outcast (F3): A ryder who has been “cast out” by the council, usually for some major criminal or traitorous action. Their dragon normally comes with them. They can not stay in a Warren or Ward. They roam the countryside as either brigands or knights errant, so most people are very wary of them.
Outlander (F1): You are seen as strange, being someone who actually wants to live away from a Cluster or Warren. Appropriate for anyone who wants to live in a village or an active wilder or outwalker.
Patron (G): As per ally.
*Position (S): These are sets that contain the INFLUENCE, STATUS, and obligations to a group (Wing, Council, Warren, Ward, or Family), that allow the character to do the job or position as determined by their social status. (Some will include secrets, blackmails, allies, contacts, patrons, to round them out.) Note that some characters will not have all the power they need to do their job, while others will have more power than they should. It all depends on their choice.
INFLUENCE+1, STATUS+1 Obligation to Wing/ Ward (-1) +.15x
INFLUENCE+3, STATUS +1 Obligation to Warren/Ward (-2) +.3x
INFLUENCE+5, STATUS +3 Obligation to Council/Kerren (-2), Obligation to allies (-2), Nemesis: Political Enemies (-2) +.5x
Some GM’s automatically grant these abilities as basic abilities to those with the social ranks. That is why position sets are optional.
Reaction (G/F/S): Dragon bite, Zhan scar, Lame limbs (from falls), dueling scar.
Ryder by Vote (F2): A council member pushed the character successfully through the ryder test. The character may or may not be truly qualified to be a ryder, nor have any talent to be bonded or even imprinted, yet they can live in the Warren and be counted as a Ryder, dragon imprinted or not. The other Ryders and Warren folk tend tend to look down upon Vote Ryders. Ryders by Vote often have to work twice as hard to get equal recognition.
Sigma (F): The character has the reputation as a troublemaker. In Kerren society, the troublemaker frequently is trying to be the Alpha, the leader, but nobody (or very few) wants them to be.
Social Status (G/F/S) See Genre
Soft male (G/F/N): While it is not against the law for a male to be a wing warden, scale, or healer, it is very against tradition. A male who takes a traditionally female role is frequently looked down upon as weak and less than a real man. (While the people of Kerren do not condemn alternative lifestyles when lived quietly, such rumors will circulate around the character.) It is also assumed that they can not perform as well as a female in those role. Some men are accepted in these roles, once they prove their worth (neutral level). Some men are automatically accepted in these feminine roles (gift), while others are never truly accepted in these women’s roles, no matter how well they perform (flaw).