DL3: Dragons of Hope
Milestones
Chapter 11: The Way (Minor)
Chapter 12: The Outpost Mines (Minor)
Chapter 13: Skullcap (Significant)
Character Creation
As normal, except as follows:
Add a +1 to two different approaches or a +2 to any single approach.
Gain one additional point of refresh.
Approach Cap
Great (+4)
Named NPCs
Elistan
refresh: 3
Aspects
High Concept: Human Seeker of Haven
Trouble: Searching for Truth not Power
Other Aspects: Keen Philosophical Mind; Trusted by the People; Charismatic Political and Spiritual Leader
Approaches
Creativity +1; Finesse +3; Force +1; Guile +0; Reason +3; Spirit +2
Armor
none
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [6] Hurt
[x] Divine Favor
Weapons
mace
sling
Items of Power
Disks of Mishakal
Concept. Holy Relic Containing Knowledge of the True Gods
Stunts
Light Armor. When wearing light armor, you gain one free invoke per scene on your armor aspect.
Divine Spellcasting. You have permission to cast spells that fit the scope Mishakal’s portfolio when performing any of the four actions. If you desire, you may push yourself harder to achieve greater effects.
- Mark a stress box to gain a +1 or two stress boxes to receive a +2 on any single magical action. You may mark only two boxes at a time.
Get Back, Hellspawn!. You may attempt to force an undead creature to turn and move as far away from you as possible.
Divinity Adept. You have received training that has allowed you to delve deeper into your faith. Choose one effect (protective wards and barriers) and an action/approach combination (Force/Overcome). You receive a +2 when performing that exact combination.
Locar
Aspects
Human Highseeker; Hates Elistan; Prefers to lead a dying population than follow a living one; Has some influence over Briar and Brookland
Approaches
Creativity +1; Finesse +2; Force +1; Guile +2; Reason +1; Spirit +3
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [6] Hurt
Size
Medium
Stunts
Politician. +2 when attempting to "finesse" the truth.
Authoritarian. +2 when using spirit to intimidate someone into following your commands.
Briar
Aspects
Suspiscious Leader of the Plains; Basically a Good Person; Prefers simple, straightforward and easily explained matters; Locar's influence on complex matters; Political persuasion backfires
Approaches
Creativity +3; Finesse +1; Force +2; Guile +0; Reason +1; Spirit +2
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [6] Hurt
Size
Medium
Stunts
Suspiscious. +2 when using Spirit to defend against political persuasion attempts
Brookland
Aspects
Leader of the Woodfolk; Deep Respect for Elves and Half-elves; Only wishes for the safety of her people; Will not make a decision under pressure
Approaches
Creativity +1; Finesse +3; Force +1; Guile +0; Reason +2; Spirit +2
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [6] Hurt
Size
Medium
Stunts
Strong-willed. +2 when using spirit to defend against any attempt to pressure him into a decision.
Eben Shatterstone
Aspects
Soldier of Fortune; Scoundrel at Heart
Approaches
Force +4; Reason +3; Creativity +2; Finesse +1
Armor
Chainmail [1] [1] [1] [1]
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [4] Hurt
[4] Fatigued [6] Doomed
[ ] [ ] [ ] [ ] [ ] Endurance
Size
medium
Stunts
Charismatic. Gain a +2 when attempting to creatively tell believable lies.
Fizban the Fabulous
Aspects
Befuddled, Old Wizard; Leads a Charmed Life; Absent-minded; Apparently, once a wizard of great power
Notes
Fizban should only be played for comic relief for now. He never attacks, and those that attack him end up hurting or embarrassing themselves. His true purpose will be revealed later.
Verminaard
Aspects
Dragonlord of the Red Wing; No Shred of Conscience; Nightbringer; Ember the Red Dragon
Approaches
Force +6; Spirit +5; Creativity +4; Reason +3; Finesse +2; Guile +0
Armor
Dragon Scale Armor (Amr3) [1] [1] [1] [1]
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [6] Hurt
[x] Divine Favor
Size
medium
Stunts
Divine Spellcasting. You have permission to cast spells that fit the scope Takhisis' portfolio when performing any of the four actions. If you desire, you may push yourself harder to achieve greater effects.
- Mark a stress box to gain a +1 or two stress boxes to receive a +2 on any single magical action. You may mark only two boxes at a time.
Get Back, Hellspawn!. You may attempt to force an undead creature to turn and move as far away from you as possible.
Divinity Adept. You have received training that has allowed you to delve deeper into your faith. Choose one effect (Healing) and an action/approach combination (Finesse/Overcome). You receive a +2 when performing that exact combination.
Battle Cleric. You have been trained in martial warfare to further serve your deity on the battlefield. You gain permissions for heavy armor and martial weapons.
Nightbringer: When you make a successful attack, in addition to the stress inflicted, you may spend a fate point to attach the blind condition to your target until the end of the scene.
Ember (Pyros)
Aspects
Proud, Ancient Red Dragon; Resentful of Verminaard
Approaches
Force +6; Spirit +4; Reason +3; Creativity +2; Finesse +1; Guile +0
Stress/Cons
[1] [1] [1] [1] [1] [1] [1] [1]
[4] [4] Dazed [6] [6] Broken
Draconic Nature: [ ] [ ] [ ] [ ] [ ] Mark a box of Draconic Nature to gain a benefit as described by your stunts. Recover a box of Draconic Nature in between sessions or all boxes by marking Exhausted.
Exhausted (sticky): [ ] Mark Exhausted to recover all boxes of Draconic Nature. Recover this condition by eating, drinking, and sleeping uninterrupted for a day.
Size
Monstrous (+3)
Stunts
Fear Me!. Once per scene, mark a box of Draconic Nature to make an attack against all creatures in a scene. Those who fail take the frightened (fleeting) condition until the end of the scene.
Burning Man. Mark all boxes of Draconic Nature to forcefully spew acid at a single target. If successful, the target gains burning (sticky) as a condition in addition to the stress received from the attack.
Flight. Ember can move vertically and ignores obstacles that trouble land-bound creatures.
Dragon Tail With a Side of Wings. When you succeed w/ style on a force attack, target gains the prone (fleeting) condition with one free invoke.
Forged in Flame. Gain access to the evocation (fire) realms of sorcery.
Blaize
Aspects
Huge, Adult Brass Dragon; Braggart
Approaches
Force +4; Spirit +6; Reason +1; Creativity +3; Finesse +2; Guile +0
Stress/Cons
[1] [1] [1] [1] [1] [1] [1] [1]
[4] [4] Dazed [6] [6] Broken
Draconic Nature: [ ] [ ] [ ] [ ] [ ] Mark a box of Draconic Nature to gain a benefit as described by your stunts. Recover a box of Draconic Nature in between sessions or all boxes by marking Exhausted.
Exhausted (sticky): [ ] Mark Exhausted to recover all boxes of Draconic Nature. Recover this condition by eating, drinking, and sleeping uninterrupted for a day.
Size
Huge (+2)
Stunts
Fear Me!. Once per scene, mark a box of Draconic Nature to make an attack against all creatures in a scene. Those who fail take the frightened (fleeting) condition until the end of the scene.
Burning Man. Mark all boxes of Draconic Nature to forcefully spew acid at a single target. If successful, the target gains burning (sticky) as a condition in addition to the stress received from the attack.
Sleepy Time. Spend a fate point to expel a cloud of sleep gas as a forceful attack that covers an entire zone. Those who fail to defend against the attack immediately take the unconscious condition.
Flight. Blaize can move vertically and ignores obstacles that trouble land-bound creatures.
Dragon Tail With a Side of Wings. When you succeed w/ style on a force attack, target gains the prone (fleeting) condition with one free invoke.
Items of Power
Helm of Grallen (3)
Concept. The Spirit of Grallen, the Hylar Prince
Flaw. Soul-trapping Helm
Stunts
Soul Swap. The wearer of the Helm must make a spirit overcome roll at Great (+4) to avoid having their soul being trapped by the helm and their body possessed by the spirit of Grallen, Crown Prince of Thorbardin.
Javelin of Lightning (1)
Concept. Lightning Charged Throwing Lance
Flaw. Limited Power
Stunts
Once per session, when you make a forceful attack with the javelin, gain a +2 on the roll. If successful, your target receives the stunned (fleeting) condition. This condition clears at the end of the target's next turn.