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A*aila-le
S)ent
Armour:
Claw Damage:
Tail Damage:
In*este+(in(!lig,t Notes:
3 2 1 0
H$A D
S)ent Ex)erience:
3 2
Unusual(Treasures:
Uns)ent Ex)erience:
Ca)ital #alue
.. >ocations
Gain in each of.... )adiant )a"pant )egnant )e+enant *a+ant *i1ilant
!eal, #iplo"acy, $%pression, 6light, any t'o other skills. Athletics, (elee, (arks"anship, 6light, any t'o other skills. -eastkeeping, )esilience, *ur+i+al, 6light, any 2 other skills. #iplo"acy, $ducation, )esitionce, 6light, any 2 other skills. A'areness, #iplo"acy, $ducation, 6light, any 2 other skills. #eceit, #iplo"acy, $%pression, 6light, any t'o other skills.
Ar"our 2 1 3
8. Attri1utes ? ,ools
Distribute your attributes as shown with your age, and then figure starting breath and health. If you are not a hatchling, re ert your attributes to their would!be hatchling le els to figure base "ealth and #reath. Health: Prowess + Charisma / 2 ro!nd down "reath: #race + $c!ity / 2 ro!nd down $fter getting this numbers, ad%ust for age &see the age chart'.
In addition, each Kith has their unique talents... Drake: Trinkets Lind: Scrying Wyrm: Hoardmark
8. Capital (;reasure@)
1reasure is )iled into a grou) hoard, with benefits as )er 2age 34. "atchlings don0t ha e any treasure, though. $ fledgling starts with +, ca)ital worth of treasure, a soarling 5,, a lordling 6,, and a so ereign 47,.
8. *tarting $%perience
If you are a soarling or older, you will ha e additional starting e()erience to s)end, as )er the normal *uroboros rules. If a Fledgeling, you do not. If you are %ust hatched, in theory, the Guide can ha e you reduce attributes and skills to the alue of +, (), to indicate relati e weakness. In general, )lay starts just before fledging, and this is ignored- for .baby/ dragons, though, that0s the rule.
7. Affinity
6la"e, 6rost, *park, 2ind, or 2ild