Talk:Age of Dragons: Ambassador-Courtier

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Wind Whisper

  • Activation Cost: 1 Arcane Energy
  • Keywords: Suspire;

To cast this spell, the dragon must know the target's birth-name and be outdoors in a strong wind. The target must be somewhere within one thousand miles, and there must be a continuous path through the air to the target (though through the cracks of closed doors and the like is sufficient). The dragon simply speaks a single sentence, and then the Dragon's words are carried to the ears of the target, travelling as fast as the wind is currently blowing.

Phrase of Fascination

  • Activation Cost: 1 Arcane Energy
  • Keywords: Suspire;

The dragon can subtly weight a single phrase within your 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.

Oath of Brotherhood

  • Activation Cost: 1 Arcane Energy
  • Keywords: Suspire;

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 dealing 4D6 physical damage to him, 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 of Hospitality

  • Activation Cost: 1 Arcane Energy
  • Keywords: Suspire;

To cast this spell, the Dragon must be invited into the home, lair or domain of another Dragon, 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 dealing 4D6 physical damage to him, but immediately ending the spell's effect (thus freeing the mystic binding of others, allowing them to engage in violence as they will).

Sanctum

  • Experience level required: 300
  • Activation Cost: 1 Arcane Energy
  • Keywords: Suspire;

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 is immediately dealt 4D6 physical damage by the magics of the ritual, and the effect of the Sanctum spell is immediately ended.

Beast Speech

  • Experience level required: 350
  • Activation Cost: 2 Arcane Energy
  • Keywords: Suspire; Vitamancy;
  • Vitamancy spells cannot be cast by Death-aligned Dragons.

When this spell is cast, the spellcaster gains the ability to communicate verbally with all animals, and is able to understand any reply, though of course the animal's own level if intellect will limit the levels of conversation. Any creature that already has a spoken language of any sort (such as humans, dragons, etc.) cannot be targeted by this power.

Crown of Domination

  • Experience level required: 350
  • Activation Cost: 2 Arcane Energy
  • Keywords: Suspire; Hierarchomancy;
  • Hierarchomancy spells cannot be cast by Chaos-aligned Dragons.

This spell can be used up to Long Range and requires a Pneuma attack against the target's Mental Defence. Casting Crown of Domination requires a Battle Action. 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.

Echo of Silence

  • Experience level required: 350
  • Activation Cost: 4 Arcane Energy
  • Keywords: Suspire; Necromancy;
  • Necromancy spells cannot be cast by Life-aligned Dragons.

Casting this spell is a Battle Action, and requires a Pneuma check at TN equal to the highest Arcane Defence within the encounter. The spellcaster whispers an incantation of ending. If the spell is cast successfully, all conversation in the area ends, and any social conflict that the Dragon is present in immediately terminates. The silence only last five or six seconds, but there is a definite full stop to any social interaction up to that point, and few will be inclined to start new conversations in the same environment.

Word of Dissonance

  • Experience level required: 350
  • Activation Cost: 4 Arcane Energy
  • Keywords: Suspire; Autarchomancy;
  • Autarchomancy spells cannot be cast by Order-aligned Dragons.

Casting this spell is a Battle Action, and requires a Pneuma check at TN equal to the Mental Defence of the target. The spell can be used up to long range. 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 combat, 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 autarchomancer should perhaps not be surprised if he is the subject of violence from the incoherent one.

Spies and Messengers

  • Experience level required: 50

A Dragon who has at least 50 experience as an Ambassador-Courtier will have acquired a small entourage of spies and messengers, who he can dispatch to carry out his will. This Lifepath Resource is usually a minimum requirement for making indirect social attacks when there is any sort of geographic distance. The exact nature of the spies and messengers will vary according to the dragon's breed and style, but will be the equivalent in effectiveness and utility to six well trained human spies, and two dozen competent human diplomats.

Network of Contacts

  • Experience level required: 100

A Dragon who has at least 100 experience as an Ambassador-Courtier is presumed to have established a network of contacts, both mortal and draconic. When arriving in a new locale, or when trying to contact a particular social group or organisation, he can make a Pneuma check (typically TN 10-30, depending on how distant from home the locale is) to see if he knows anyone as a prior contact.

Web of Favours

  • Experience level required: 200

A Dragon who has at least 200 experience as an Ambassador-Courtier is almost certainly owed favours by a multitude of dragons and mortals, having spent a lot of his downtime weaving webs of intrigue and obligation. When he encounters a contact or other known individual for the first time after gaining this Lifepath Resource, he can make a Pneuma check (typically TN equal to the targets Mental Defence, plus additional TN according to how resistant the target is to be indebted to an Ambassador-Courtier of his breed and station) to see if a favour is owed. This favour might not necessarily be honoured, and might be somewhat indirect, but it is there to be mentioned and called on.

Politician's Authority

  • Experience level required: 300

By now, the Ambassador-Courtier will without a doubt have worked his way into a position where he is respected, and his authority formally recognised. The GM and player should collaborate to design a societal role suitable for the experience Courtier, be it as a draconic councilman in the Alliance, or as a respected chamberlain in the courts of Endless Night.

Established Reputation

  • Experience level required: 400

The dragon has acquired (or rather carefully cultured) a reputation for having a certain style and specific personality. When he can use this reputation to your advantage he gains a -5 TN modifier to social rolls. For example, if a dragon has a reputation for being merciless to his enemies, he can use this to enhance intimidation attempts. If he has a reputation for being honourable and truthful, he can use this when he attempts to deceive or convince others of his sincerity. Reputation can also count against the character, and in these circumstances he suffers a +5 TN penalty to social rolls. You can have multiple reputations, and they can cancel each other out, but you never are at more than a -5 TN bonus or a +5 TN penalty from reputations.

Statesman's Authority

  • Experience level required: 500

The dragon is by now invariably be a true power-player within his faction. The GM and player should collaborate to design a role of authority suitable for the experience courtier: for example, as the Alliance Senator for his Breed, Lord Chancellor in his faction or a high ranking Minister.

Protégé

  • Experience level required: 500

At this level of experience the Ambassador-Courtier can set himself up as mentor to a younger dragon. This dragon is usually of the mentor's breed, or of the mentor's lifepath, or sometimes both. It is unusual (and requires GM permission) for a protégé to be neither. At time of acquisition, the protégé is normally quite young (50+4D6 years if determined randomly).

Protégés are discussed in more detail in the Legacies chapter.

Imperator

  • Experience level required: 750

By this stage of his career, the Ambassador-Courtier has pursued his lifepath to an extent that few other dragons will ever follow.

He will have a position of great power, within his breed, his faction and within mortal society. The GM should collaborate with the player for an appropriately lofty position. Perhaps he is the supreme political leader of his draconic breed, or the highest magister of law in the realm. Regardless, he is at the very peak of whatever social hierarchy he has chosen to place himself.