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You are a second stage Dragonnewt, known as a Beaked Dragonnewt; you finally managed to grow spiritually enough to leave the first stage of life behind and one of the fruits of that is an awareness of two things: your fate in this life is to build and to fight things and that you need to be more aware of the karma your actions earn, especially your fighting actions. If you ever want to rise to a higher state of being, you need to resolve your karmic debts and do your duty to fight things... just the right things. You're now smart enough to realize, however, that fighting is an area where racking up karmic debt instead of resolving it is *really easy*. How are you going to avoid being trapped at this stage forever?
As a Crested Dragonnewt, you just did what higher stage Dragonnewts told you to do and spent a lot of time making big mistakes. You now are sort of aware of the bigger picture, though you still take orders from those above you. The universe began when the Cosmic Dragon dismembered himself and became Glorantha; some pieces of him, the highest pieces, became Dragons and lesser pieces became lesser things. The goal of your species is to climb that ladder by resolving karmic debts, proper behavior, and gaining wisdom. Few Dragonnewts manage to climb all the way up the ladder, but you may be one of them!
As a Dragonnewt, you use Draconic Magic, which non-Dragons often call 'Draconic Mysticism'. You know that their prattling on about differences between theism, sorcery, mysticism and animism is all an illusion. Well, you've been *told* that, but you don't know yet what the differences really are. Calling it Draconic Magic calms those who hate mysticism (because their souls are tainted too much by the material world), so you don't have to kill them and thus incur karmic debt.
You've been assigned to go out into the world and use your skills and report back on what you see to the Tailed Priests. How you're supposed to do this without incurring too much karmic debt, you're not sure, but you do your best to ensure your relations are based on reciprocity so debt doesn't build up. This is also a chance to pay off old debts.
Dragonnewts do not have gender; they hatch from eggs laid by real Dragons, then are reborn from those eggs when they die. And they die a lot, both from the dangers of Dragon Pass and from deliberately killing themselves, utumna, either to burn off some of their debt or to literally escape from a situation where other choices would incur debt.
Debts, by the way, are carried forward when reborn; many of the debts you will be trying to pay may have been incurred in previous lives, previous ages, possibly during the Great Darkness, though if you were around in the Great Darkness and you're only a Beaked Dragonnewt... well, it's not good.
Play a Dragonnewt if you want to explore an alien perspective, fight and build things and fear death far less than the debt incurred from a stranger's generosity.
Pick your Attributes
You have Might +2, and pick one of the following arrays to distribute among your remaining Attributes:
Choose one of the following arrays:
- +1, +1, +0, -1
- +2, +0, -1, -1
- Your Hit Points are 8 + Might.
- Your Base Damage is d8.
All Dragonnewts get the move Utumna.
- Utumna: When you are killed by foe or by ritual suicide, you are reborn out of your egg, back at the Dragon's Nest you came from. Roll +Magic. 10+: You are reborn at the next dawn if killed by day, the dawn after the next dawn if killed at night. 7-9: You return from the dead after one week for each point of Harm you are down. 6-: You return from the dead after a number of seasons = 10 - your Magic. If your friends are impatient, they can pursue other means to bring you back quicker.
You get all the universal moves and pick four from the list below:
- Bone Crafter: You can collect the bones of the dead after a battle and make useful tools pr weapons with them; roll +Wits. 10+: The tool works perfectly and you may adjust one that kind of tool or weapon's normal qualities to a different one, like . 7-9: It does its job, but you injure yourself in the process for 1d4 Harm. On a miss, you just injure yourself.
- Draconic Bite: You can Smite Foe with your bite, inflicting 1d8 Harm and grappling your foe; you cannot bite again until they break the grapple or you release them.
- Draconic Gaze: When you Intimidate people, you gain a +1 on the roll, +2 if they owe you a Karmic Debt.
- Draconic Hide: You have +2 Armor innately; this is visually obvious and involves physical change.
- Draconic Might: You gain +1 Might (+3 Max)
- Dragon Warrior: When you enter a battle, roll +Might. 10+: You gain 3 hold. 7-9: You get 1 hold. On a miss, you get 1 hold but it can only be used to help whatever other PC most recently helped you in some way. You can spend it during the battle, 1 hold for one benefit:
- You heal 1d8 Harm to an ally.
- You terrify a foe, who flees to Far Range, or if at Far Range, flees the battle.
- You interpose yourself, taking an attack meant for an ally, rushing to within Hand range of the ally if need be to do so.
- You inflict Harm, stagger, or disarm a foe
- You spit lightning for 1d6 Harm and Stagger at a foe up to Far Range.
- Draconic Wings: You can fly as fast as a person can run.
- Eyes of Karma: When you Read a Person, you can ask:
- What is the biggest debt they owe?
- Do I have karmic debt to them and why?
- Have they refused to pay any debts?
- What most blocks their spiritual advancement?
- Great Builder: At the start of a day of you working on a construction project, roll +Magic. On a 10+, your team does triple speed work all day. On a 7-9, your team works at double speed. On a miss, your team works at double speed but you injure yourself for 1d6 Harm.
- Paying Your Debt: When you attack a foe who has done Harm to you, you gain +1 ongoing until you inflict Harm on them.
- Prehensile Tail: You have fine control of your tail; it can pick things up by wrapping around them, you can hang from things, you gain Advantage to Defy Danger when climbing, and the like. It can hold a weapon but doesn't give you extra attack actions.
- Repair: You pick up an item and work on it with your Draconic Magic. 10+: It's fully repaired. 7-9: It's repaired for now, but breaks on the next 6 or lower rolled with it. On a failure, you annihilate it so it can never be fixed.
COME BACK TO LATER
Your hide provides protection equivalent to one Armor.
You have a Korff and two Draconic weapons.
Korff: A sword made from the bones of your past lives. Used in one hand, it does your base damage and in two-hands, it adds +2 to damage.
Secondary weapons (pick two):
- Chokin: Throwing weapons made from Dragon's Teeth. (Thrown-Close 1-Piercing)
- Gami: 3 pronged bone blade. (Hand) If you have Dragon Warrior, you can burn one hold and break a foe's weapon with it.
- Klanth: A wooden spear with many obsidian and bone blades which stick out of the sides of the shaft. (Hand 1-Piercing) If you have Dragon Warrior, you can burn 1 hold to inflict 1 Harm on all foes within Hand range and stagger them.
- Tanik: A punch dagger made from your own past bones. (Harm equal to your Might, Intimate range). If you have Dragon Warrior, you can burn 1 hold to add +1d4 Harm to an attack with the Tanik.
- Wooden Shield: (Intimate/Hand? 1-Protective)
- Mercenary: You spend part of your time doing mercenary work. Each season, roll +Wits. On a 10+, you have 40 silver surplus. On a 7-9, you have 20 silver surplus. Add +2 to the roll during Fire Season and -2 during Dark Season.
- Guest of the Temple of Gustbran: You have allied yourself to a temple of the Forging God, Gustbran. You help them run their holy forges whenever you're at the Stead. In return, each season, roll +Wits. On a 10+, choose two blessings. On a 7-9, you get one blessing:
- Forge Weapon: You enchant one of your weapons; whenever you use Dragon Warrior, you get one extra Hold.
- A Collection of Valuable Items: Once per session, you can use an item from this collection as leverage for moves which require leverage.
- Reinforced Shield: You can bash with it for +2 Harm, and you gain +2 to Defy Danger against physical attacks.
- Tempered in Flame:: For the rest of the season, you have +1 Armor against fire; this lets you walk through a small fire unharmed. You can take this twice and get +2 Armor against fire.
- Weaponthane: You are the sworn warrior of a chief, who demands your loyalty but tolerates your adventuresome ways. You have a place to sleep, food, and access to the leaders of your clan. Further, this gives you access to gossip and secrets. Roll +Charm once a Season. On a 10+ you get 2 pieces of leverage on clan or tribe members; on 7-9, you get one piece of leverage. Add +2 to the roll during Dark Season (everyone's confined and talking more) and -2 during Earth Season (the harvest is too urgent for gossip).
Once you earn 5 XP, you can buy an advancement.
- Add +1 to an Attribute which is 0 or higher, to a maximum of +2
- Take another move from this playbook
- Take another Basic Magic move from this playbook
- Switch your Background to a different one from this playbook
After you have leveled up five times, you may take an advanced improvement for every 5 XP you earn.
- Get +1 to any Attribute, max +3
- Change to a different playbook
- Learn 2 Moves from this playbook
- Learn 1 Move from another playbook
- Learn 2 Basic Magic from this playbook
- Learn 1 Basic Magic from another playbook
- Erase one luck mark from your playbook