#MudWings done NightWings got a page
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can-it-dumbo Β· 8 months ago
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I forgot to do this
what’s the delicious in dungeon or dungeon meshi manga like?
how many books are there?
also, should I watch jerma?
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talonboot Β· 2 years ago
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OK ive sat on this idea for a few months, and i think i have some plan as to how it could be executed, at least in regards to base mechanics-
STATS
The basic stats would be Heart, Brawn, Finesse, Reason, and Appeal. Each tribe gets boosts to different stats that they are naturally inclined to. Ie, rainwings get a boost to appeal & finesse while mudwings get boosts to heart & brawn.
Heart measures how long you can stay conscious. It's essentially just your HP, but as it gets lower, your reaction time slows and you eventually become afflicted with the 'dazed' status effect. At 0 heart, you fall unconscious. If any more damage befalls you in this state, such as lingering poison or a knife to the heart, make a death saving throw.
Brawn is the measure of how much raw damage you can both dish out and take. It is what determined your damage output and muffles the damage done to you.
Reason is a dragon's ability to deduce and analyze. it has nothing to do with technical knowledge (ill get into that later) but rather your quickness of thought.
Finesse is the measure of a dragon's competence and technical ability. It comes into play a lot in crafting and sleight of claw.
Appeal is easy, it's the measure of a dragon's ability to charm and allure other dragons. It is used when trying to sway, intimidate, convince, etc. another dragon.Β 
There are also reaction speeds and movement speeds that determine who goes first and how far you can go respectively.
TRIBE SPECIFIC ABILITIES
Each tribe would have three unique abilities; a tier 1 ability, a tier 2, and a tier 3 ability which would be the most powerful. hybrids can switch out their abilities, but only across tiers. That way, a hybrid wouldn't have two tier 3 abilities and one tier 1.
For example: the silkwing's abilities are as follows;
Tier 1- piercing tongue: regain more health per meal by draining all the liquids out of your food.
Tier 2- antennae: sense subtle vibrations in the air, allowing you to predict the weather, navigate labyrinths, sense the positions of other dragons, etc.
Tier 3- silk spinning: use your spinnerets to weave complex silken mechanisms limited only by player creativity. Have some leftover prey bones on claw? Weave them into a twisted rope of silk to create a spiked whip. Camped out by a river and need dinner for the whole party? Weave a massive fish net and catch enough food to feed a crowd. Need to replace the strings on your fiddle? Silk again.
CLASSES
Each time you make a character, you have 10 points to spend on traits to create a class. Traits are things like 'knowledge of local flora' and 'specialist in a hyper-specific form of combat' and so on for many many many many pages.
They are divided into 5 tiers, each trait costing as many points as its tier. 'Knowledge of local flora' would be in tier 1, while 'specialist in a hyper-specific form of combat' would be in tier 3. You cannot choose more than two traits from each tier, and any leftover points can be funneled into a stat of your choice. The most 'expensive' traits are obviously the most powerful, such as the 'lucky' ability that lets you re-roll once per long rest if you roll a 1.
I have a bunch of ideas for each tier, and with player input, pretty much any (reasonably not-op) character could be made with this system.
IM NOT SUPER SURE ABOUT THIS ONE JUST BEAR WITH ME
My (barely) working idea for handling abilities like firescales is this-
When making a skywing character, you roll a d20. land on a 1, and your character has firescales. Land on a 20, they have ashscales. This would get very stupid in practice and would probably break up some friend groups, but it's all i've got atm :( Different tribes would have different likelihood for abilities, for example while the skywing uses a d20, mudwings use a d10 and nightwings use a d12.
i have more in my google doc horde but this is the working idea for now.
Wof should be a TTRPG, change my mind
I'm not saying that just because it would make so much more logistical sense, but I'm saying that because it would make so much more logistical sense. Like just think about it, people already put so much time and energy into re-creating wings of fire one-for-one in roblox because adventuring in the wof universe with your friends just makes sense. A TTRPG adaptation would be the ultimate incarnation of the spirit at the core of wings of fire.
In my heart, the wof community, books, fandom, all of it has been about creativity. The sheer volume of sick original characters with backstories, family trees, and social circles lend themselves to a role playing game. Roleplay is already a part of wof, but a ttrpg would just make it way more fun.
anyways do you think 4 classes and ten tribes isn't enough, or would adding too many classes make things needlessly complicated?
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