@Duke William of I hear you like negaverses
Negaverse Quest Misty eye of the of the mountain below.
Where you play as a lonely, depressed Dragon.
Mechanics
As a partially mystical Beast doing anything costs energy.
The primary way you, as a dragon, gain this energy is by sleeping on something valuable. The Item doesn't have to belong to you, but someone must
Value it. Generally, the more someone
Values the object, the more energy can be generated. Extracting the energy is a process that looks like sleep to outsiders and leaves a dragon somewhat vulnerable, hence why many dragons choose to carry off valuable things back to the safety of their
Lair. These
Valued things are generically called
Artifacts, and while some have unique attributes, most are just worth a lot of Gold. (Yes, Princesses technically count as
Artifacts, but if you forget to feed them, they stop being valuable.
So why doesn't a dragon just take a few
Artifacts and sleep on them for energy? Well,
Artifacts degrade over time based on how much they are
Valued. There are other factors involved, but that is the main one.
A Family Sword
Artifact is taken as a prize from a vicious battle. The
Artifact is initially
valuable as it is a critical family Heirloom. But when a replacement from the friendly (and discreet) blacksmith is a few Gold coins and the alternative involves finding and fighting a dragon well…
The result is the blade that is considered and, more importantly,
Valued as the Family Sword
Artifact is in the hands of the family and the weapon that is in the dragon's
Lair is just another Sword. The one in the
Lair is Still Technically an
Artifact, just as it is not valued by anyone little energy can be extracted from it.
To replace the lost energy income, the dragon needs a new
Artifact and has a good idea of who has a shiny new Ancient Family Sword
Artifact. And so, the cycle repeats. Some dragons have collections of family swords in the hundreds, while the current bearer of the family sword still swears that his
Artifact is the original blade.
While this is acceptable for some, others use a different method. Suppose a Dragon Allows it to be known what
Artifacts are in its
Lair, Ensures that its
Lair is findable. Most importantly, allows people to think that there might be a chance of getting the
Artifact. In that case, the
Artifact is still desired, actively sought after, and therefore maintains its
Value. As a bonus, it also Attracts
Champions to the
Artifact. These provide entertainment as they try to navigate your traps and tricks before you Fight them yourself if they are exceptionally cunning. Sometimes are considerate enough to carry
Artifacts themselves to add to your collection after you inevitably beat them.
So why does a typical dragon's
Lair have Vast amounts of
Gold and few
Artifacts?
Storing energy Beyond a dragon's Body's limit is another trick altogether. While you can keep some power in your Body, you need a hoard of
Gold for awe-inspiring draconic feats. (Preferably with some gems in for decoration). In simple terms, the more significant the amount of Gold in your Hoard, the more energy you can store. In this way, you can do things that would be impossible because of the cost.
This is why most Dragons invest heavily in a well-defended
Lair. Lairs come in many shapes and sizes, from caves to broken castles to Blasted mountaintops with ritual circles. Often the
Lair itself is an
Artifact. That ruined castle is the ancestral seat of the now fallen Kingdom, complete with a Lost heir
Champion that seeks to retake his throne and a good deal of people whispering about how much better it was in the old days when Good King what's his face ruled justly from your New Sleeping spot.
If that sounds like too much work or risk with all those
Champions wandering about. There are other ways to gain and store energy. Like getting someone else to do part of the work for you by Hiring your services out to
Summoners. By acting as a summoners, Heh, Dragon or henchman and following the contract, you will get paid in energy (and potentially other stuff depending on your agreement). Beware, contracts can be hard to break, impose restrictions on what you can and can't do and are occasionally a trap.
TLDR
Artifacts Generate energy but degrade
Gold stores energy. Actions can Gain or recharge
Artifacts and
Gold but will likely attract
Champions to fight you in the field or at your
Lair.
Summoners pay energy but demand service.
Turn 4
Johanna's smile is blinding as she finally masters the spell. Imbrem Acus one of the very few you know how to teach. You are reminded of another child with a dream of weaving and an overly busy parent. The parent was also a weaver, no a dyer, back when purple was an expensive colour. A zest for life, a skill of weaving unmatched, unable to keep her mouth shut when she saw what she thought was the truth and… you forced your memories away from the Mediterranean of your earlier years and focused on the here and now.
Your master was happy and safe even with her reckless pursuit of magic. Your thoughts darkened again, Watching her lying there small and crumpled… you shook yourself before focusing n the hear end now. Her honest joy for success and the smallest amount of positive attention was heartbreaking. Looking up so she does not see you scowling, You feel the currents of the earth and sky . You feel the turn of the seasons in your bones, and another lunar cycle starts. What will you do with your time this month?
Current traits
Racial traits
I See fire- you are a colossal bronze wyvern and have just survived your 5137th winter. You should be in the prime of your life.
Great Balls of Fire- Flame breath, specifically skill with fireballs +20 to ranged rolls
Where there's a whip, there's a way!- Sneaking up on the other end of a dragon is just as dangerous when they have a whip-like tail +20 to melee
: U Can't Touch This- Bronze scales are all but impenetrable unless you know exactly what you are doing. +20 to defence
Mighty Wings- capacity for flight, specifically combat during flight. +20 to air combat.
Base energy 5137 Base actions 51
My Heart Will Go On. -It has been a mere 903 years 27 days and 4 hours since your mate was killed by that Human George, not that you are obsessing about it. You are not exactly taking it well. Your Whelps are grown and no one needs you. You just want to sleep and pretend she is just on the other side of the treasure pile. But she wouldn't want that. You are getting better slowly.
Negative 45 actions, 75 per cent less energy gain in primary Lair 3d4 fewer actions a turn in primary Lair
The Rye or the Kaiser. - You have spent the last thousand years clinically depressed and unable to summon up the energy to do more than the basics. This action, or your lack of it, has affected your physique. Right now, a sufficiently capable dog could be a threat.
Energy cost of actions X 5
Show Me The Meaning Of Being Lonely – Your mate is dead, your Whelps are Grown. You are not needed. You are not interested in new connections. You are fine (You are not Fine).
- 95 to making Serious connections
Anything You Can Do- 5 thousand years is a very long time to learn how to do things and learn how to teach. However, you need to care enough about the individual to make it worth your time to pass on your knowledge. 20 to specific teaching or training actions
Now You See Me- misdirection is the name of the game for stealth in big dragons. And you have had a very long time to get very good at it. +10 to stealth
Commitments
Summoned and Borrowing a Lair. -The cave walls that once held you and your mate safely as you raised your young are still there, and your treasure is hidden behind its wards. Its just not in reach for the moment.
Primary Hoard is unusable. Nil malus to recovery from depression
Answered Summons- Johanna Kairi, a.k.a. The Puppeteer has contracted you for assistance, Technically, while the (incredibly fragile) contract is in existence, she is only owed your loyalty. 3 actions and 1d300 energy are needed to break the contract. Johanna Kairi has a Very Low veto over your actions.
1d1000 energy each turn. 1 action Must be spent on Kari
Pet Human Kari – Well, keeping your distance didn't work. At all. Darn those Cuddly ones. Human has needs, and those needs will not go away if you don't want to get up from your Hoard today. You have a DUTY. Johanna Kairi, your "master" needs daily looking after to ensure it is getting fed properly, sleeping somewhere safe, getting appropriate exercise, battling the local knight, not getting killed doing something dangerous and staying clean enough to not die of the plague. That's still a thing, isn't it?
While you have forced yourself into action to keep her safe, you have a few jobs for yourself that you should do too. If you can be bothered, this Moon
1 + 1d4 actions, Guilt if one action is not spent on Kari
Primary Hoard – UNAVALIBLE WHILE AT KAIRI's Lair
Kari's Hoard – This is technically just your master's; you just use it. However, arguably, when your contract ends, you will have to give it back, which doesn't mean you cannot use her treasure in the meantime.
Artifacts
Giant Chicken Statue- mundane Gold. Valuable to the mayor of the town and made of solid Gold. it is the first artifact level item in your Hoard. You can now sleep well or at least better than you had been. Approx. value $10 000 000 3d300 Energy
Paw Patrol Vehicles- Mundane Mechanical Artifacts – Three Vehicles liberated from the local Beastmaster / Artificer and his minions. You lack the technical know-how to use them painted in colours that do not suit you, and you wouldn't fit in them anyway. they seem easily replaced as they give you far less energy than you expected. Approx. value $240 000
Assorted Minor valuables and cash collected from the town town. less Gold than expected, though. Approx. value $18000 1 d 180 energy 180 store
Total value 102 58 000
Stored energy. Personal 102/5037 Stored in Kari's Hoard 1 604 /10 180
Energy income summon (Kari) 1d 1000 Artifact Giant Chicken statue 3d 300 Misc. Valuables 1 d 180
People you know
Presto- a possessed puppet, or Johanna Kairi's split personality, or both. You are unsure at his stage. You will be watching Closely – Wary
Johanna Kairi – your summoner and your newest protégé talented and powerful but cripplingly shy and lonely. You had a hard time not getting attached. Still, humans do not live that long, a few hundred years at most, and then you can go back to brooding on your own and missing your wife… Is this a Good thing? – Attached and trying not to admit it
Ryder? – Seems to be the local
Champion Beastmaster and artificer of some skill. He Prefers dogs. More information is needed. - indifferent
Actions
You have 6 Actions. You must spend one on your summoner Johanna Kairi.
Johanna Kairi
Look out for Johanna- You are stealthy for a dragon. You could check in on her Just to make sure she is safe. If Johanna Kairi fails a roll, you will intervene with potentially
Interesting results. Johanna will be alright but may not be happy. 1 action 20/50/70 2d 20 energy
Teach Johanna something. You have thousands of years of experience surely, she would find something you know useful 1 action 20/50/70 2 d 20 energy
Remember a spell to teach Johanna. You have seen many spells over the years. Some even involved magic. Roll 1 d 100 to determine the quality of the spell or magic trick 1 d 10. If a 10, it is a magic spell. 2 actions 5 d 20 energy
Johanna wants your company and wants to do something with you. Go along with it. 1 action 20 energy. ???
Get up to date. It has Been a very long time since you last paid any real attention to this part of the world to catch up with customs and General knowledge. 2 actions 20/50/70 2 d 20 energy. This leads to more specifics.
Get back in shape. – you have a human to look after while nothing here seems to be a real threat. Getting back in shape will increase your chances if something big comes along 2 actions 20/50/70 2 d 20 energy
Low energy.- You are feeling low on energy. Meditate and Pull out every last possible drop of energy from all the artifacts in the Lair rather than what you get instinctively when you sleep. That level of effort WILL leave you Vulnerable 4 actions Automatic success -50 to all defense and attack rolls this turn.
Improve Lair.
It's a basic cave with some treasure out of the way. A little digging and you could improve it a bit, or have it come down on your head. Dc 20/50/70 2 actions 60 energy.
Hide the path to Lair. It's easy to find the Lair. Cover the trails to the Lair and make it harder to get there. 2 actions 20/50/70 100 energy.
Ward the Lair.- draconic magic does some things very well. Massively increase the magical defenses of the Lair 2000 energy 10/20/30/95
Can be done multiple times
And Something form the " real world " involving marketing... on Saturday Night Live
Chicken Robot Toy Commercial
Adventure Bay is being run by a mad tyrant. Following Calugas lead, the Mad Mayor has outsourced her decision-making to a chicken and Replaced all government services with a ten-year-old boy and his Pack of admittedly well-trained dogs. And custom-built dog ergonomic vehicles. Lots of them.
But not all hope is lost. Here comes Presto and the Puppeteer to render these crazies harmless by confiscating their wealth and unsafe equipment. Help Presto and the puppeteer win fame and admiration today.
cut to
Quick, while out liberating things from the clutches of the Mayor, the Puppeteers are cornered by dog-driven construction equipment. How is she going to get out of this one?
Flip and fly Iskander the dragon Swoops from the sky and pulls her to safety just in time. No bones this time, doggies.
Flip and fly Isaknder lands at the My size mountain lair ready for Presto and the Puppeteers to liberate more ill-gotten gains from the Poor Patrol.
Flip and fly Iskander with magnetic claws can carry off Magnetic Magical treasure from the included with Poor Patrol Real Steal action playsets and Presto and the Puppeteer Magnetic Magic figures. Flip and fly Iskander Lands and launches from the Mysize Magical Mountain Manor with real magical Kaleidoscope Scrying pool to see and stop the Mad Mayor.
Each Set sold separately.