Difference between revisions of "Age of Dragons: Beast Unbound"

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(Wild Ways (Experience Rating: 2))
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This hunting technique seems easy enough, but actually requires a lot of finesse and self control. The predator flies high above his aerial quarry, and then dive towards the target accelerating with both gravity and controlled wingbeats to achieve considerable velocity. As he moves past his target he snatches at them, grappling them and digging in his rear talons, before breaking his descent with the air resistance of unfolding wings. Though this technique was initially developed to hunt aerial prey, it is also a battle manoeuvre of some utility. To use this technique, the dragon must start his turn at a higher altitude than his target, but otherwise be in the same location. He must then spot three 5+ Soma dice to pull off the manoeuvre. If he does so, then he automatically moves to zero range with the target and is considered to be grappling them. Also, the target immediately loses three points of physical defence.
 
This hunting technique seems easy enough, but actually requires a lot of finesse and self control. The predator flies high above his aerial quarry, and then dive towards the target accelerating with both gravity and controlled wingbeats to achieve considerable velocity. As he moves past his target he snatches at them, grappling them and digging in his rear talons, before breaking his descent with the air resistance of unfolding wings. Though this technique was initially developed to hunt aerial prey, it is also a battle manoeuvre of some utility. To use this technique, the dragon must start his turn at a higher altitude than his target, but otherwise be in the same location. He must then spot three 5+ Soma dice to pull off the manoeuvre. If he does so, then he automatically moves to zero range with the target and is considered to be grappling them. Also, the target immediately loses three points of physical defence.
  
==Suspires of Words and Binding (Experience Rating: 4)==
 
  
''To gain an edge over his opposition, the Ambassador-Courtier may learn a handful of suspires that will improve and supplement his skills.''
+
==Intuitive Magic (Experience Rating: 4)==
  
* '''Suspires: Lesser Lore of Words'''
+
''A more experienced Beast Unbound will find that with the growing power of his inner animal, he is gaining a strange insight into life and reality. Without any study or effort, he suddenly finds that he understands principles of spell-casting, and can fashion certain animalistic suspires almost intuitively.''
The Ambassador-Courtier may learn suspires from the ''Lesser Lore of Words'', which concerns itself with the magic of names and language. Knowledge of these spells must be acquired in-game.
 
  
* '''Suspires: Lesser Lore of Binding'''
+
* '''Suspires: Lesser Lore of Survival'''
The Ambassador-Courtier may learn suspires from the ''Lesser Lore of Binding'', which concerns itself with the magic of agreements, contracts and pacts. Knowledge of these spells must be acquired in-game.
+
The Beast-Unbound may learn suspires from the ''Lesser Lore of Survival'', which concerns itself with the magic of keeping yourself alive! Knowledge of these spells must be acquired in-game.
  
 +
* '''Suspires: Lesser Lore of Strength'''
 +
The Beast-Unbound may learn suspires from the ''Lesser Lore of Strength'', which concerns itself with the magic of growing physical power. Knowledge of these spells must be acquired in-game.
  
==Lord of Intrigue (Experience Rating: 6)==
 
  
''By this stage the dragon is a weaver of intricate webs of intrigue, working almost subtly and invisibly to attain his goals. He is instinctively and intellectually aware of the larger social context of every utterance, and is able to track the repercussions and echoes of the smallest whispered word.''
+
==Hardened Survivor (Experience Rating: 6)==
  
* '''Pulled Strings'''
+
''For a beast, survival itself is the greatest of victories, and any dragon reaching this age finds that the rigours of pursuing this goal have themselves strengthened him.''
The Ambassador-Courtier no longer needs spies and servants to work his will at a distance - he simply twists any lesser beings in the vicinity into being his unwitting agents. In social conflict, he is always assumed to have the resources and connections to be able to make ''indirect attacks'', even if he is completely new to the area and seemingly without any support. Also, he can use the ''focus'' strategy at any range he is able to attack (rather than being limited to close range as normal).
+
 
 +
* '''Survivor's Constitution'''
 +
The dragon has been hardened by the rigours of animal life. He permanently gains +3 Physical Resilience.
 +
 
 +
* '''Jaws of the Wolf'''
 +
Hunting and feeding on raw meat has strengthened the dragon's bite.  
  
* '''A Subtle Knife'''
 
The dragon can attack someone socially without them realising who is attacking them. When making an attack during a social conflict, the dragon can spot three 5+ Pneuma dice in order to conceal his identity. If he does so, then any mental resilience damage done to a target that turn will seemingly be without source - the target will either think that the weakening of his position is due to the vagaries of fate and fortune, or will randomly blame someone else.
 
  
  

Revision as of 08:15, 2 January 2009

Age Of Dragons: Main Page -> Age Of Dragons: Lifepaths -> Beast Unbound

Overview

The Old Ways Survive

The pack wheeled overhead as the herd of aurochs mournfully bellowed their alarm and fear. Claws-Unsheathed roared for his kin to dive, and the Hunter Dragons fell like thunderbolts amongst the beasts. Firebreath deployed to keep the herd panicked and packed tightly, while claws and teeth opened arteries and jugular veins with a placed precision at odds with the apparent fury of the assault.

One auroch dropped, then another, then another. One of the Hunter Dragons foolishly overextended himself, and caught a bull-horn in the ribs for his carelessness. A blast of flame from Claws-Unsheathed drove the angry auroch back, affording the stripling drake time to extricate himself. The rest of the dragons continued their careful hit and run strikes, harrying the aurochs and dropping two more of them before their alpha roared for them to withdraw.

They circled back into the sky, and let the rest of the herd stampede away to safety. Enough aurochs had been killed to feed the pack for a week, and it did not pay in the long run to kill more than they needed to. Already several of the hungry drakes and dragonesses were showing their anticipation of the feast with exuberant puffs of flame, as well as fighting out for a place in the feeding order by pecking and nipping at each other's wingtips.

Any casual observer would have thought that these dragons had devolved into dumb animals, and abandoned their intellect and intelligence. Claws-Unsheathed knew better. He knew that these were brilliant minds and vibrant souls who had simply chosen to live as beasts, and who were revelling in the vitality and joy of the experience. These were dragons who could have had their meals brought to them spiced and prepared by a legion of mortal servants, and who could be sleeping in jewelled palaces if they wanted to. But they chose this life - to hunt and kill for their own food, to sleep in natural lairs open to the sky, because this was the way that dragons were always meant to be.

Civilisation shackled instinct and dulled the soul. These were Beasts Unbound.


The Beast Unbound Lifepath

The Beast Unbound is a lifepath rejected as primitive by many Breeds, yet seen as sacred by others. To be a Beast Unbound is to set aside the trappings of civilisation (be they material, intellectual or moral) and to exist on a simpler, purer level.

That is not to say that all Dragons on this path remain in it forever. Some will visit the Lifepath only for as long as it takes them to "connect to the Beast within", and will return to civilised lifepaths afterwards. Likewise, some come to it late in life, when they have tired of civilised society. Regardless, once the beast within has been unbound, it can never truly be caged again.




Lifepath Powers

Unchaining the Animal Within (Experience Rating: 1)

For dragons, releasing their bestial aspect is a conscious decision. Every dragon is aware of the "beast" or the "animal" that is buried in their psyche. They describe it as being chained by the shackles of Sophis and held in a prison of self-control. To release the animal within is the first step on the path of the Beast Unbound, and it is a step that once taken can never be reversed. Once the beast is out, it is out forever, and even if the Dragon struggles to chain and control it, he'll never again get it back into its cage.

  • Apex Predator

The eyes of a Beast Unbound are forever changed, with a hungry glint present that shows that the dragon is a predator and a killer. Other Dragons will notice this, but recognise it as little more than stigmata of the dragon's Lifepath choices. However animals, humans and other lesser creatures will be severely discomfitted by it. The dragon can reroll any number of dice on Pneuma-checks made to intimidate such creatures. However, the dragon also automatically fails on any attempt to positively socialise with humans or animals: faced with the dragon they can think of nothing but survival, and will not even be able to conceive of socialising normally with the dragon.

  • Harry the Prey

A predator must be adept at the chase, and once he closes must not let his quarry escape. A Dragon with this skill is a master at keeping close on an enemy's tail, manoeuvring and striking at them to disrupt their ability to get away from him. In skirmish combat, the Dragon can spot any number of 5+ Soma dice to "harry" an enemy within close range. Each dice expended inflicts one point of "harrying" on the target. The target cannot make any manoeuvres while he has any points of trapping on him. The target may remove points of "trapping" by spotting 6+ Soma dice, on a 1-for-1 basis. At the start of the Beast Unbound's next turn, any remaining points of trapping are removed from the target.


Wild Ways (Experience Rating: 2)

As time goes by, the unleashed animal within grows stronger, and the dragon invariably grows more atavistic.

  • Marks of Territory

The dragon now instinctively knows how to mark his territory, for example by urinating on ground that he owns and by scratching marks on rocks and trees. He does not have to do this, but can mark any area he chooses. His pneuma leaves this marking with a mystical resonance, so anyone entering territory that he has marked is instantly aware that they are on marked ground, and receives a subconscious sense of threat warning them that they are crossing into the dragon's territory. Though the interlopers can still proceed on if they wish, many weak willed or instinctive creatures (such as animals and most humans) will consciously choose to leave the marked area.

  • Peregrine Dive

This hunting technique seems easy enough, but actually requires a lot of finesse and self control. The predator flies high above his aerial quarry, and then dive towards the target accelerating with both gravity and controlled wingbeats to achieve considerable velocity. As he moves past his target he snatches at them, grappling them and digging in his rear talons, before breaking his descent with the air resistance of unfolding wings. Though this technique was initially developed to hunt aerial prey, it is also a battle manoeuvre of some utility. To use this technique, the dragon must start his turn at a higher altitude than his target, but otherwise be in the same location. He must then spot three 5+ Soma dice to pull off the manoeuvre. If he does so, then he automatically moves to zero range with the target and is considered to be grappling them. Also, the target immediately loses three points of physical defence.


Intuitive Magic (Experience Rating: 4)

A more experienced Beast Unbound will find that with the growing power of his inner animal, he is gaining a strange insight into life and reality. Without any study or effort, he suddenly finds that he understands principles of spell-casting, and can fashion certain animalistic suspires almost intuitively.

  • Suspires: Lesser Lore of Survival

The Beast-Unbound may learn suspires from the Lesser Lore of Survival, which concerns itself with the magic of keeping yourself alive! Knowledge of these spells must be acquired in-game.

  • Suspires: Lesser Lore of Strength

The Beast-Unbound may learn suspires from the Lesser Lore of Strength, which concerns itself with the magic of growing physical power. Knowledge of these spells must be acquired in-game.


Hardened Survivor (Experience Rating: 6)

For a beast, survival itself is the greatest of victories, and any dragon reaching this age finds that the rigours of pursuing this goal have themselves strengthened him.

  • Survivor's Constitution

The dragon has been hardened by the rigours of animal life. He permanently gains +3 Physical Resilience.

  • Jaws of the Wolf

Hunting and feeding on raw meat has strengthened the dragon's bite.


Master Magus of Words and Binding (Experience Rating: 8)

The Ambassador-Courtier's skill in his chosen sorceries grows, and he attains command of draconic sorceries of great potency.

  • Suspires: Greater Lore of Words

The Ambassador-Courtier may learn suspires from the Greater Lore of Words, which concerns itself with the magic of names and language. Knowledge of these spells must be acquired in-game.

  • Suspires: Greater Lore of Binding

The Ambassador-Courtier may learn suspires from the Greater Lore of Binding, which concerns itself with the magic of agreements, contracts and pacts. Knowledge of these spells must be acquired in-game.


Fruition of the Millennial Seed (Experience Rating: 10)

Over his centuries, the ambassador-courtier has laid a complex web of intrigues, favours and influences all across the entirety of the realm. This web goes beyond geographic borders, across species and factions, and is anywhere and everywhere the dragon wants it to be. The ambassador-courtier need only apply the slightest pressure on this web and he can achieve massive effects. Within a single day the dragon can set into motion any single event that can conceivably be achieved through politics, be it the fall of the Ascendancy, an end to the Dragonwar or the utter destruction of a breed.

  • The Millennial Seed

This power can only ever be used once by a dragon, as it represents the completion of a lifetime of manoeuvring and subtle planning. The GM and the player should collaborate to discuss exactly how the event will come to pass, and how long it takes (be it weeks, years or millennia). Regardless, the intervention's effects are inevitable and can only be cancelled by another Ambassador-Courtier using this same power to negate the effect.

At the GM's discretion, a Dragon that somehow manages to keep taking his Experience Rating higher and higher may get the chance to "seed" another event - perhaps one for every +5 Experience Rating beyond 10 that he gains.




Lifepath Resources

Knacks

Knacks are learnt abilities common to this lifepath. As they are internal to the dragon, they are not easily passed on as legacies, but are also hard to take away from the Dragon.

  • Unusual Language (2 points per Language)

Every dragon speaks the draconic tongue of Essraghai, and even the mentally slowest dragon is likely to be a dab hand at mastering mortal languages with only a week or two of practice. This resource represents knowledge of the more unusual languages that a Dragon might come across - ones for which there are no readily available teachers, or which are too alien to master easily. Each time you buy this resource gain fluency in one unusual language. Example languages might include Kraken-speak, Wyverntongue, Low Daemonic and any others that the story introduces.

  • Xenoculture Mastery (3 points per Xenoculture)

Every dragon is presumed to know his own culture like a native - it comes with being a native! For example, a Solar Dragon would know about Alliance life, the traditions of the Coastal regions, the history of the Solar Accord, of Coastal slang and colloquialisms and of Solar behavioural mannerisms. On the other hand, a Velvet Dragon wouldn't know about those things at all! Each time you buy this resource you gain knowledge of one culture, gaining the same degree of intimacy with it as a native would.


Possessions

Possessions are actual physical resources which the Ambassador-Courtier has acquired. Possessions are easily acquired and easily lost, but are also convenient legacy resources for a dragon's descendants or proteges.

  • Hoard of Gold (3 points)

The dragon has accumulated a massive hoard of gold, which is more than sufficient to hire armies, buy thrones and bribe emperors. Other dragons are less impressed by mere wealth, but they see its utility.


Connections

Connections link the dragon to the rest of society. In many ways, these are the true measure of power of an ambassador-courtier. Connections can potentially be passed on to proteges and descendants, though it takes a little work to do so.

  • Friend (1 point)

If you take this resource, you have a powerful friend. This friend can be anything up to an elder dragon in power level. This friend is your genuine ally, and will go out of his way to protect your best interests, even at cost to himself. This friend may mentor you, trade with you, exchange favours, etc. Of course, friendship is a two way street - if you use your friend over the centuries and offer nothing in return, or if you make it obvious you are manipulating them, then the friendship will likely die.

  • Mortal Patronage (1+ points)

If you take this resource, you are a patron of a group of mortals. This might be a merchant house, or a gang of mercenaries or a cabal of sorcerers. Regardless they see you either as a leader, or as a respected patron. They will likely do anything you ask of them, knowing that you will protect their interests as they protect yours. Alternatively, you could be one of many draconic patrons of a larger organisation (as for example, the Priesthood of the Pure Dragons tend to be for the Temple of the Mother Goddess). By spending more points on this resource you can increase the extent and strength of your influence.

  • Draconic Influence (1+ points)

With this resource, you are a respected member of draconic society. Generally this will apply to either the Ascendancy or the Alliance - membership of one precludes membership of the other. The resource could instead apply to one of the smaller factions, or even just a single breed. You can even by this resource several times to represent influence with multiple factions. Spending more points on this resource increases the influence you hold with that faction.

  • Protégé (5 points)

To take this resource, you need to have a minimum Experience Level of 5. You gain a Protégé whose age is equal to half your own current age. This will generally be a dragon of your own breed and lifepath. It is possible to have multiple protégés, though of course your legacy can only be passed to one.


The Lesser Lore of Words

The Lesser Lore of Words concerns itself with understanding and perceiving the magic inherent in language. Magics of communication and of naming are within the lesser lore's scope. The Lesser Lore of Words also allows for subtle magics that influence the speech or thoughts of others, but direct control is beyond it. The below spells are examples of suspires from the lesser lore of words, but scholarly dragons might discover more, either through study or design.

  • Wind Whisper (1 point) (1 Arcane Energy, Expend one 5+ Pneuma Dice)

This suspire carries the dragon's words to a distant message recepient, with the message travelling as fast as the wind is blowing. This spell allows either ten words of speech per dice expended, to a range of 100 miles per dice expended.

  • The Naming (1 point) (1 Arcane Energy, Expend one 5+ Pneuma Dice)

The dragon casts this spell and examines one creature or person within line of sight. The dragon immediately learns the calling name that the creature identifies himself with.

  • Call to True Speech (1 point) (1 Arcane Energy, Expend one 5+ Pneuma Dice)

To cast this spell successfully, the dragon must expend one 5+ pneuma dice per point of Sophis the target has. If successfully cast, the target is bound to speak truth for the next hour. Not only can he not lie, but he is also forced to fully answer the Ambassador-Courtier's questions.

  • Echoes of Silence (1 point) (1 Arcane Energy, Expend one 5+ Pneuma Dice)

To cast this spell successfully, the dragon must expend one 5+ pneuma dice per point of Sophis the target has. If successfully cast, the target is bound to silence for the next hour. The target cannot speak or vocalise any noises at all, though he is not prevented from making noises with his movements or otherwise. As a side effect, this spell also prevents the target from casting any suspires of any sort for the duration of this spell. Note that using this spell on another dragon is considered to be as bad as physical violence - expect suitable retaliation if you silence another dragon.

The Greater Lore of Words

The Greater Lore of Words is a less subtle thing, taking words and infusing them with the celestial power of the draconic elder. These suspires use words like swords, cutting deep into the conscious mind.

  • Crown of Domination (3 points) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

The spellcaster speaks a single single word command, which (if the spell is successful) the target must immediately obey to the best of his ability. The command cannot be directly self-harming or self-destructive, but can be indirectly so. For example, you could not command "Jump" to a man standing at a clifftop, but you could command "Scream" to someone who is trying to hide, or "Stop" to someone who is trying to flee from you. The duration of the command is never greater than a single combat round. This spell can be used at any range as long as the target can hear your words.

Any creature which has a Sophis of 4 or higher is too strong willed to be easily dominated, and can only be effected by this spell if it has 0 Mental Resilience remaining.

  • Word of Dissonance (3 points) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

The spellcaster speaks a word of chaos, which has no meaning but which strikes into a single target's psyche disrupting his thoughts. If the spell is cast successfully, the target is rendered unable to speak coherently or understand any language (whether spoken or written) for the next twenty four hours. This spell can be used at any range as long as the target can hear your voice. This renders the target unable to participate in social conflict, but also mostly immune to its effects. Note that using this spell on someone is generally considered to be a declaration of aggression in itself, so the spellcaster should perhaps not be surprised if he is the subject of violence from the incoherent one.

Any creature which has a Sophis of 4 or higher is too strong willed to be easily disrupted in this way, and can only be effected by this spell if it has 0 Mental Resilience remaining.

  • Phrase of Fascination (3 point) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

The dragon can subtly weight a single phrase within his arguments, so others will remember it above all others. This phrase has no inherent power in itself, and is not a command as such, but rather a sticky meme that listeners cannot shake and will persistently come to mind for them in years to come. For example, the dragon could weight the phrase "we are all brothers, after all", and for years afterwards the listener will consider these words, perhaps slightly inclining him towards negotiation rather than war, or perhaps making him more vengeful when a comrade is wronged. This is a subtle, subconscious and magical effect.

  • Shattermind (3 point) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

The dragon speaks a word of shattering, which breaks an opponent's will, piece by piece. If this spell is successfully cast, the target takes 2 points of mental resilience damage. Non-magical defences cannot protect against this.


The Lesser Lore of Binding

The Lesser Lore of Binding is the sorcery of social contracts and traditions. This Lesser Lore is considered weak by some sorcerers, as so much of it depends on the agreement and consent of all effected by it spells. Ambassador-Courtiers know better: agreement and consent are nebulous things, easily manipulated by a wily courtier, and the spells themselves enforce civilised behaviour with arcane power.

  • Oath of Brotherhood (1 point) (1 Arcane Energy, Expend one 5+ Pneuma Dice)

To cast this spell, the Dragon must breath into the mouth of another Dragon, then inhale their breath afterwards. Both must then speak the words "I swear you are as my kin." After this spell is cast, the Ambassador-Courtier cannot offer violence to his sworn brother, or vice versa. Any physical violence of any sort immediately curses the offending party, marking him with glowing runes of treachery, that burn into his flesh permanently scarring him and reducing him to Physical Resilience 0 (incapacitated), but immediately ending the spell's effect (thus freeing the other to engage in violence as they will). The spell is ineffective on anyone who has slain an immediate member of their own family (i.e. brother, sister, child or parent), and simply will not work in those circumstances. Similarly, if a dragon bound by the Oath of Brotherhood kills an immediate member of his own family, the Oath's effects end, and an instant pang of emotional pain is felt by both of the Oathbound.

  • Claim Hospitality (1 point) (1 Arcane Energy, Expend one 5+ Pneuma Dice)

To cast this spell, the Dragon must be invited into the home, lair or domain of another being, and freely offered something to eat. The Ambassador-Courtier then speaks the words "I accept hospitality." After this spell is cast, the Ambassador-Courtier cannot offer violence to his host, or vice versa. Similarly, those who are under the host's command, or in the Ambassador's retinue cannot harm each other, or be harmed by each other. Any physical violence of any sort immediately curses the offending party, marking him with glowing runes of treachery, that burn into his flesh permanently scarring him and reducing him to Physical Resilience 0 (incapacitated), but immediately ending the spell's effect (thus freeing the mystic binding of others, allowing them to engage in violence as they will).

  • Sanctum (1 point) (1 Arcane Energy, Expend one 5+ Pneuma Dice)

To cast this spell, the Dragon must select a Sanctum object that is inscribed with mystic runes (this could be a skull, a gem, a rock, or whatever). The Dragon then breathes on it, whispering the words "I swear that I submit to the Sanctum, and I will draw no blood." Any other Dragons in the vicinity can then do the same, and the Sanctum object will glow slightly with each utterance. For twenty four hours afterwards, none of the Dragons who participated in the ritual may draw blood from any of the other Dragons who were part of the ritual, so long as they are within a ten mile radius of the Sanctum object. Destroying the Sanctum object negates the effect, so Ambassador-Courtiers who wish their Sanctum to have any meaning pick suitably resilience objects. Any Dragon bound by the ritual who does draw blood blasted by arcane energy and reduced to Physical Resilience 0 (incapacitated) by the magics of the ritual, and the effect of the Sanctum spell is immediately ended.

The Greater Lore of Binding

While the Lesser Lore concerns itself with agreements, the Greater Lore is more concerned with celestial law, with obedience and with punishment of transgressions.

  • Justice of the Wheel of Heaven (3 point) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

As he casts this spell, the Dragon points at a target, and pronounces that the target has committed a terrible sin - for example "I name thee kinslayer". If the accusation is correct, then the force of heaven strikes that individual, causing his limbs and wings to be crippled, and his Physical Resilience to be reduced to 0 (incapacitated). However, should the accusation be false, then the backlash of the spell will deal 3 points of Physical Resilience damage to the casting dragon. Only a few select divine crimes can be named and punished by this spell. They include: kinslaying, killing hatchlings, siring or bearing a Harlequin hatchling and raping another dragon.

  • Oath Freely Given (3 point) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

The Dragon can only cast this spell as a reaction, when someone speaks a statement of intent within earshot of himself. If successfully cast, that statement is taken to have the force of an oath. If the speaker breaks that oath then he will be struck down with arcane energy, and his Physical Resilience to be reduced to 0 (incapacitated). The speaker is aware of being mystically bound in this way.

  • Seat of Neutrality (3 point) (3 Arcane Energy, Expend three 5+ Pneuma Dice)

The Dragon seats himself on the ground, then exhales, and surrounds himself with a halo of silver light. This light remains around him for the next hour, and while it is in place he is both immune to violence, and incapable of it. No direct attack (arcane of physical) is able to harm him, and he can make no direct attack he makes is capable of harming anyone else. Two exceptions apply to this. First, if the dragon moves from the spot where he cast the spell (whether by walking or flying or other modes of transport) the spell ends immediately. Second, the spell offers no protection or control over indirect attacks or environmental damage.