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Drakon Dominances
Topic Started: Sep 6 2013, 12:54 PM (87 Views)
Tiamat
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I have the power.
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Tiamat
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Antris Dominance

I (Claim): The Drakon asserts his dominance over a building or area of land that he owns (either financially or by right of force). Any other supernatural creatures laying claim to the area must make a willpower check minus the Drakon’s Antris rating, failure sends the former tenant fleeing in terror. Mortals and creatures that had their willpower completely negated by Antris become subconsciously subservient to their new owner, taking a minus two penalty to resist the Drakon’s social skills. Creatures that could roll but were forced to flee have a minus three penalty to all dice rolls while in the Drakon’s territory. The Drakon can claim a number of areas equal to his hoard rating.

Wyrmsign: One Dot
Dice Roll: Prese + Expression + Antris

II (Bend the Knee): After claiming an area, the Drakon chooses who will serve him as his slaves and attendants. The Drakon isolates an individual and unleashes the full fury of his draconic nature, cowing the victim and ensuring obedience through sheer intimidation. After a victim has been subjected to Bend the Knee, they return a broken person, with behavior similar to suffering a nervous breakdown or other severe trauma. They know if that if they try to leave, the Drakon will kill them. If they fail the Drakon, he will punish them. There is no escape from his terrible will. Alternatively, by focusing his sheer will on a group of weak willed people, the Drakon can do a sort of mass conversion. This takes longer, but can conserve the Drakon's power when dealing with the meeker mortals.

Cost: One point of Wyrmsign (Single Target) or three points of Wyrmsign and one point of willpower.
Dice Roll: Manipulation + Intimidation + Antris resisted by Composure (Single target).

III (Lord of His Domain): The influence of the Drakon is felt more keenly throughout his territory, and his own awareness of his land expands. Doors unlock and open of their own accord for the Drakon, or hold steadfast as if barred with steel for trespassers. Everyone and everything does its best to serve the master, acting at peak efficiency. Furthermore, should someone trespass or steal from the Drakon, he senses it in his bones.

IV (By Blood and Steel): The Drakon had to learn in a rather costly fashion that not all mortals are weak mewling creatures (Just most of them). When the Drakon does find a worthy lieutenant, this dominance allows them to bind the mortal into service as a capable lieutenant. Unlike the broken vassals created by Bend the Knee, the loyalty of these lieutenants is guaranteed by oath and rewarded with power and responsibility. While Drakon tend to regard lesser vassals as squishy punching bags, they treat their lieutenants like favored pets, often indulging them when they perform well. These Oathsworn can command vassals broken by Bend the Knee, and the Drakon’s territory responds positively to them, albeit to a lesser degree. Furthermore, the Drakon can enhance their power attributes by up to three, although these enhancements cannot cumulatively for all his lieutenants rise higher than the Drakon’s hoard rating.

V (Right of Kings): The Drakon has established an unrivaled degree of control over his holdings, uniting them under the singular power of his will. All that serve under him feel the crushing pressure of his influence destroying their sense of worth. Every month that passes grinds them down into his hopeless slaves. In game terms, employees and tenants of the Drakon’s territory automatically become cowed vassals after a number of months equal to their willpower passes. The territory itself conspires to have the few worthy mortals cross paths with the Drakon, so that they might be put to better use as Oathsworn. Furthermore, anyone inside the Drakon’s territories must pass a Resolve + Composure roll with more successes than the Drakon’s hoard rating to speak out against or act against the Drakon.
Edited by Tiamat, Nov 26 2013, 07:07 PM.
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Tiamat
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Opulentia Dominance

I (Blood of Kings): The Drakon exudes an aura of nobility and competence that confounds his opponents, and demands respect from newcomers. The Drakon can add Opulentia to their dice pool when making a first impression, or when rolling composure to appear in control and stable.

II (Dreams that Glitter): The Drakon can appear as a means for a person to achieve their greatest desires and ambitions, all they have to do is ask. This quiet manipulation eases the target into a state where they openly discuss their objectives and dreams.

III (Devouring Greed): The Drakon can consume a person with greed, offering them a degree of wealth or an object of value in return for a service performed that often would normally go against the victim’s integrity. The dragon can of course renege on the offer after the service is performed, but subsequent attempts on the victim with this power will be harder.

IV (Envious Attendants): The siren call of wealth and power beckons those around the Drakon to serve in hopes of a reward. Yes men, gold diggers, con men, and would be celebrities adorn the Drakon and assist in his endeavors. The Drakon has access to a number of sycophants equal to half of hoard, rounding up, and each sycophant assists the Drakon on social skill rolls, offering a plus one bonus per assistant.

V (Trophy): As gold and jewels adorn mortals, so do the most precious mortals adorn the Drakon. Or in some cases the not so mortal. Trophy allows the Drakon to imbue his most favored retainer with the power of his hoard, and access to its wealth. In return, the Drakon gets two benefits, the first being an unbreakable bond of servitude from the retainer. This bond is mutable in its expression, but the ironclad core of it is subservience. The second benefit is that the retainer becomes, for lack of a better term, equipment for the Drakon to use for bonuses on social rolls. The Trophy transfers any equipment and merit bonuses on itself to its owner (Including striking looks) when present, along with a bonus equal to half its retainer level, rounding up. While these benefits are substantial, there is a drawback. Any Drakon that loses his Trophy to rivals or thieves suffers an immediate loss of Primacy for such a direct and successful attack on his powerbase.

Edited by Tiamat, Sep 13 2013, 12:38 PM.
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Tiamat
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Regnum Dominance

I (Deference): True nobility demands a level of respect and propriety that is often forgotten in this age. This dominance restores it like a chain leash suddenly going taut after years of being untended. Mortal crowds subconsciously part for the Drakon, and approaching him without permission seems like a herculean task. Even looking the Drakon in the eyes takes effort. Supernatural creatures must make a contested resolve + composure + power stat to avoid reacting like mortals. If they succeed, they can roll willpower to defy the Drakon’s influence.
Dice Pool: Presence + Intimidation + Regnum
Cost: One point of Wyrmsign and lasts for a scene.

II (By My Hand, It Is Done): This contrarily named dominance enhances the industry of people who serve the Drakon, both mortal and otherwise, putting a fire in their spirits to complete whatever project the Drakon has them working on. Research gets done faster with better results, factories produce more at a higher standard, and piles of paperwork are efficiently and accurately dealt with. While the people under the Dominance’s effects cannot explain why, they innately feel that in some way the Drakon’s presence is the cause of the enhanced productivity. If the Drakon feels that a particular mortal is holding back production, he can channel the entire team’s anxiety, stress, and potential shame of failure on that one mortal, in an attempt to make them leave or commit suicide.

While under the effects of this dominance, team members have the nine again rule for work related extended tasks (No, mercenaries cannot classify combat as work related). On a dramatic success, one roll a day can be made as if willpower was spent. If the Drakon is targeting a specific mortal for removal, he must get a number of successes equal to the target’s willpower. A dramatic success drives the mortal to suicide.
Dice Pool: Intelligence + Leadership + Regnum
Cost: Five points of Wyrmsign per week.

III (Bene Est Rex): Ask anyone, and they’ll tell you that power has privileges. There’s an inherent expectation in people that the powerful are supposed to abuse and use them. This dominance plays into that expectation, allowing the Drakon to command people through their desire to be exploited. The Drakon does not need direct contact for this dominance to work, his will can be delivered through a cellphone or an email. What does limit this power is whether or not something is in the realm of the expected, in the most pessimistic and miserable way possible. Bene Est Rex can make the married secretary sleep with her boss without filing a sexual harassment report or the data entry guy stay all night to finish the project even though it’s his birthday, but it can’t make an employee transport and detonate a bomb somewhere. Bene Est Rex can also force underlings to not act on incriminating discoveries, like finding an assault rifle in the boss’s office or walking in on him eating an underperforming employee.
Dice Pool: Presence + Politics + Regnum - Resolve
Cost: Three points of Wyrmsign.

IV (
Edited by Tiamat, Nov 26 2013, 04:31 PM.
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