Part 2 can now be found here: Hydra
Part 3 can be found here: Tarasque & Dragon Lairs
Six Viziers is a system of magic introduced in the Fate Toolkit by Evil Hat. After reading over it, I realized, there could be some very cool variations done with it. I decided to create a dragon themed version, for lacerta characters. However, this could work for dragon-themed characters in other games too. This is part one, so it includes the basic rules for the Oneiros, introduces all the dragon-gods that will be included, and full writeups on two of the dragon-gods. This is a WIP (and feedback on it especially if you use it in your game is appreciated), and I’m still thinking on what abilities the other gods should grant, but will post them when I’m done.
Note on Glamoured Skills: This is something specific to Leaves of Chiaroscuro. The basic gist of them is if you succeed with style using one of your glamoured skills, then you should describe them as having some sort of cool supernatural effect.
Another note on skills: The game this was written for has some additional ones. Lore is broken down into Occult, Academics, City and Nature. Art is added as a skill, along with Magicka. Drive is broken down into Ride and Sailing. A few gods have these as their associated skills. If you don’t want to use them then you can swap them out as you desire. I may eventually come up with some suggestions for those using the standard Fate Core skills only.
A few gods have some of these new skills as their associated skills. If you don’t want to use them then you can swap them out as you desire. I may eventually come up with some suggestions for those using the standard Fate Core skills only.
Lacerta are but hatchlings in comparison to the true dragons that they may one day become. Some lacerta are marked more strongly by their divine parent and begin to manifest the sorts of abilities not usually found outside of true dragons. These lacerta are referred to as the Oneiros, or dream-marked.
The system used by Oneiros is a variant of the Six Viziers system found in the Fate Toolkit; it even includes some abilities which are variants of the original. Only lacerta characters may become Oneiros. Most Oneiros are very old lacerta nearing the time of their Hundred Year Sleep.
A note on power: The abilities of the Oneiros are potent, more so than typical stunts. These abilities are also supernatural in nature. They work best with other similarly powerful supernatural beings, and all lacerta groups of Oneiros can work well.
Here’s the quick and easy version of how to handle Oneiros abilities
- Your character must be lacerta (or if using this in a different setting, someone with ties to dragons)
- Spend one refresh
- Select which dragon god you are dream-marked by. A character can never be marked by more than one. If your lacerta’s species aspect does not already reflect his connection to this dragon god, change it so that it does. If your setting doesn’t have lacerta in it, then simply make sure one of your character’s aspects appropriately reflects their ties to dragonkind.
- The dream-mark is a physical mark somewhere on your character’s body, it looks rather like a tattoo or brand and is in the shape of the god’s holy symbol. While in the Aethereal or a dream realm the mark glows. The Church views these symbols as signs of allegiance to the Dragon Cult, and view The Oneiros as dangerous heretics.
- Vice & Virtue: Each dragon god has an associated vice and virtue. The character gains these as part of their aspect.
- Glamoured Skills: Each dragon god is associated with three skills. These three skills are all treated as glamoured skills. If the character had a different skill as a glamoured one before, it is replaced.
- Amphiptere: Lore: Academics, Athletics, Rapport
- Ejderha: Provoke, Lore: Nature, Lore: Occult
- Hydra: Deceive, Stealth, Art
- Tarasque: Physique, Resources, Investigation
- Vortigern: Crafts, Fight, Contacts
- Domains & Blessings: each dragon god has 3 domains. Each domain has two abilities listed under it. Each Oneiros gets to select two of these abilities from any of the three domains (they do not have to both come from the same one).
- Amphiptere: Intellect, Trickery, Travel
- Ejderha: Life, Death, Cycles
- Hydra: Water, Madness, Beauty
- Tarasque: Physicality, Earth, Mysteries
- Vortigern: War, Invention, Dominion
The Dragon-gods of the Oneiros
Each dragon-god and the abilities they grant the Oneiros marked by them are detailed below.
Holy symbol: a dual oroboros, each consuming the other. One is white, the other black.
Domains: Life, Death, Cycles
Glamoured skills: Provoke, Lore: Nature, Lore: Occult
Ejderha is the wyrm of cycles, draconic embodiment of life and death, and ruler of the seasons.
Dragon fear has become an infamous ability of true dragons thanks to encounters with those who are spawn of Ejderha. To be in the presence of such a dragon conjures up the primordial fear of death and destruction itself.
The supernatural fear which you radiate so affects living beings that they simply cannot attack you, unless they have at least a Good (+3) Will. If you attack first, then the target can retaliate, however, their instinctive reluctance to so causes their first attempt to miss.
Creatures that are for whatever reason immune to fear are unaffected by this ability.
The Death god’s authority
You have influence over supernatural beings strongly associated with death, including the undead, and spirits of death (and of the dead). They can sense your supernatural ties to the force of death and these beings (both the intelligent and unintelligent ones) have an innate sort of respect for you because of it.
You can use your Contacts skill to represent your influence over these beings, along with your reputation stress track* for your reputation amongst them (*it is safe to ignore this if your game doesn’t use reputation stress). You also gain the language Plutonian which undead and spirits of death universally have some degree of understanding of.
Beacon of health
You have an abundance of life energy. When you are around wilted plants quickly become green, the sick, and dying feel a rare surge of vitality, and the barren find themselves fertile, sometimes green plants may even sprout as you walk and flowers may bloom as you pass by.
You are immune to diseases and to poison. For a Fate point you can cure another person of a disease or poison as well.
You can see life energy, which allows you to see lifeforms even if you are otherwise blinded. It’s harder to see life energy obscured by solid objects (though not impossible), and creatures can still use stealth against you. If you take a round to study the life energy you can learn about the creature’s health (including any diseases or other conditions impacting its health), species, gender, and other notable biological traits.
Above the Cycles: You have no need to obey the various cycles that mortals do. Perhaps most notably, you never need to sleep, though you are capable of doing so. This also means you are immune to other magical effects that directly manipulate your cycles, such as spells which induce sleep.
Weather god: When you enter an area you can alter the weather, simply making it what you desire within the relatively normal range of weather for the area (though out of season weather is quite possible). If another being with the power to influence weather attempts to, then you can you can make a contested Will roll against them to determine who gets what they want.
If you want to change the weather in some extreme way, then spending a Fate point is required.
Holy symbol: A feathered serpent, or simply a colorful feather
Domains: Intellect, Travel, Trickery
Glamoured skills: Lore: Academics, Athletics, Rapport
Chariot of the air: So long as creatures stay next to you, you can ferry them through the air, transporting them with ease along with you as you fly. You can even fly, even if your present form would not ordiarily allow for it.
Characters unwilling to come along can defend themselves against this ability, in which case you must use the Create an Advantage action with Athletics against their defense, or otherwise restrain them.
Know the way: So long as you have some basic idea of where you want to go, you know the way to get there, and never get lost. In addition, you can spend a turn in meditation and discover a single aspect the place you are in has or a single fact about the place. You can even ask for a particular fact about the location such as “who is the current ruler of this land” and receive the answer. This even works you travel to another realm, or another time.
Your mind is a nigh-impenetrable fortress. You are hardened against attempts to sway your mind in any way undesirable. You can keep even supernatural mental attacks at bay; anyone who wants to use these abilities against you must spend a Fate point to do so, and even then you can always attempt to resist with a Will defense check even against abilities that would not ordinarily allow for one (vs. the attacker’s Will Attack unless the ability they are using specifies something else). Mundane attempts to inflict mental stress or otherwise sway you in some undesirable manner simply fail. You can also portray a perfect poker face which mundane usages of empathy cannot get through.
The Book Wyrm’s Domain
You have a personal library in the dream world. This library is complete with all your memories perfectly preserved in book form, and figments (imaginary creatures made of dreamstuff) which maintain and keep it orderly.
You also may add written materials, including books, notes, etc… to the library. To do so, you simply need to see the written material and have the desire for it to appear in your library in mind. You don’t even need to have read the material, just glimpsed it, and it will appear perfectly complete in the library. Occasionally other odd works and objects will appear in your library as well. No matter what language the works were written in, you can comprehend the copies in your library as if you knew the language.
You can visit your library any time you sleep.
Just the joker
Sometimes not being taken seriously is a great advantage. You can spend a Fate point, and for a scene simply not taken seriously. For an example, the guards you walk past into a restricted area will notice you, but find you to be something amusing, yet of no consequence. However, this ability is not selective, and means that you can’t simply choose who doesn’t take you seriously, and it also means when active anything bad which happened to you will be found merely an amusement.
Those who are immune to mind affecting effects are not impacted by this ability. Enacting violence against someone also breaks this ability.
The Dragon’s Tale
Reality wants to bend to the words you speak. Minor events, strange coincidences and other things take place which lend credence to your words being truth. This aids you whether you are blatantly lying, or even simply telling a story. Because of this when engaging in either of those activities before you roll the relevant skill (Deceive if you are blatantly lying, or rapport if you are telling a story to entertain) you gain a boost. If you succeed on your roll, your boost turns into a full situational aspect.