[] Disadvantage: You and your broods pillaging of your Territory's natural resources hasn't gone unnoticed, unfortunately. It seems that you've managed anger some deeper force underlying your realm, and it's taken to making itself a terrible nuisance. Wildlife will go out of its way to attack your brood, and even the great trees in your Territory will seemingly uproot themselves to become incredibly inconvenient to you. It's become quite a serious problem, as more than once your Territory has seemingly conspired with invaders to corner you or squadrons of your wyrms, making escape difficult for you and yours, and attack easy for the enemy. (Tactical Movement disadvantage)
[y] Quirk: Adapts easily to enemies. When affected by a harmful effect or attack once, cannot be affected by it ever again. Can also consume the essence of defeated enemies, gaining their strength and abilities.
[y] Name: Darwin
[y] Dragon: Serpentine shape, with a core of bark and leaves covering its body. Has dragonfly-like wings
[y] Wyrm: Like organic flying wings, made of wood and leaves
[y] Weapons: Poison spines, acid breath
[y] Advantages: Brood Inheritance, Quirks, Brood Might, Brood Agility, Brood Weaving, Brood Quantity
[y] Disadvantages: Weaving
[] Disadvantage: You and your broods pillaging of your Territory's natural resources hasn't gone unnoticed, unfortunately. It seems that you've managed anger some deeper force underlying your realm, and it's taken to making itself a terrible nuisance. Wildlife will go out of its way to attack your brood, and even the great trees in your Territory will seemingly uproot themselves to become incredibly inconvenient to you. It's become quite a serious problem, as more than once your Territory has seemingly conspired with invaders to corner you or squadrons of your wyrms, making escape difficult for you and yours, and attack easy for the enemy. (Tactical Movement disadvantage)
Ah...I meant more of a fae labyrinth effect. Navigation from point A to D will include F, Y, and then P, but not B, and only on weekends it includes C. And the paths change once you get used to them. That sort of thing, rather than "trees whack you sometimes."
[] Disadvantage: Your Territory is in some ways sentient and aware, and it is not happy with you. Your ability to expand it and your Influence are unchallenged — it is still your Territory and your mark is still clear to see in its environs — but there is some disobedient nature to it. Location is fluid and navigation difficult. Things are not where they should be. Some landmarks exist only some of the time, or are of less use than they should be, and sometimes you must follow strange and often contradictory rules to find what you wish. These rules are more static than spaces, but that does not mean that they do not change. Lesser creatures and the broods of foreign dragons have less difficulty, as they are tied to the nature of the Territory far less intimately, though they still have trouble. However, you and your wyrms must navigate with care, lest you become truly lost. (Tactical Movement disadvantage, Territory has fey moods)
Something like this. The mood thing/separation of Territory I'm not too attached to; just thought it would be cool and QM mentioned they would make stats up if appropriate for a disadvantage.
1. Mental attacks, including messing with memories, influencing behavior, casting illusions, and outright mind control
2. A living blue star
3. Total control of wood and plant life
4. Complete invisibility/stealth/camouflage, including from senses other than sight
5. Can enter and exit a parallel or pocket dimension
[] Disadvantage: Your Territory is in some ways sentient and aware, and it is not happy with you. Your ability to expand it and your Influence are unchallenged — it is still your Territory and your mark is still clear to see in its environs — but there is some disobedient nature to it. Location is fluid and navigation difficult. Things are not where they should be. Some landmarks exist only some of the time, or are of less use than they should be, and sometimes you must follow strange and often contradictory rules to find what you wish. These rules are more static than spaces, but that does not mean that they do not change. Lesser creatures and foreign dragons have less difficulty, as they are tied to the nature of the Territory far less intimately, though they still have trouble. However, you and your wyrms must navigate with care, lest you become truly lost. (Tactical Movement disadvantage, Territory has fey moods)
Something like this. The mood thing/separation of Territory I'm not too attached to; just thought it would be cool and QM mentioned they would make stats up if appropriate for a disadvantage.
1. Mental attacks, including messing with memories, influencing behavior, casting illusions, and outright mind control
2. A living blue star
3. Total control of wood and plant life
4. Complete invisibility/stealth/camouflage, including from senses other than sight
5. Can enter and exit a parallel or pocket dimension
Another quirk idea, that I'm not personally devoted to making a full write-up for: Unwoven. You (and those of your brood that carry your quirk) cannot be the target of Weaving. You can never be enchanted in any way, at all. Relatedly, you're complete trash at actually Weaving, but you have an innate, almost unstoppable ability to unweave the work of others. Your ability to unweave is based on the strength of your Quirk rather than your general Weaving ability, and you can even unweave without thought, enchantments corroding as they approach you, such that no enchantment you have ever encountered has survive physical contact with you.
Hmmm. You have a couple of desperation moves, since 1000 Years is a long time to wait to get the petals back, particularly if I understand correctly and it takes 1000 Years for one to come back, and then another thousand for the next, etc, with the shield being kinda bad in context of Dragons (most Dragons can pretty easily repeat what they can do once, so if it is a big threat, they'll just spam it at you.), while the reality hacking can double as gaining longterm advantages by doing the impossible. You can adjust to all kinds of different specialties, but you are subpar in overall terms at any given time (the average Dragon would try to pressure you on multiple fronts of advantages if you went all in on one area of ability), and you have such ridiculous environmental awareness that frankly the Astral Projection bit is useless (You would see the entire world at all times, since your vision is not blocked by objects). It's not honestly overpowered by Dragon standards (have to make up for the lack of Wyrms, which support a Dragon fighting multi front battles, by other means, other Dragons have more immediately nasty quirks, typically, and better overall stats), and I don't see a particular reason to veto it.
You'd honestly be kind of an underdog aside from massive information edge and the ability to pre-emptively adapt, so it'd revolve around smart strategy and tactics (and plans that make surprises survivable). If that's the kind of Dragon you want to play, of course, go ahead and try to get it to be the winning vote.
Considering the enlightened is customarily someone who as seen the world's real form, piercing the lies to reveal the thruth beneath, "massive informational advantage" seems entirely appropriate; indeed, I mainly put the astral projection bit just in case the other two weren't enough, glad to know it was unnecessary. Still, the power levels of the setting seemed unclear when I wrote, so I just went with I thought most thematic; knowing it is perfectly viable, even if it requires good strategy, heartens me.
All that said, I do have alternative versions of the mentioned Paths, even if my fuzzy understanding of Draconic combat in your setting leaves a few balance questions:
Perfect Conduct: The ability of the enlightened to eschew violence; by sacrificing a number of petals, you may instantly freeze anything (and any extensions it may posess) for (1, 10 or 100?) seconds per petal sacrificed; that which is frozen cannot be affected by the duration, however. A petal returns every thousand years, as mentioned.
Perfect Livelihood: The ability of the enlightened to distance himself from the world; by adopting a particular style of breathing, he becomes incredibly hard to notice, fooling even the most exotic of senses; and even if he is hit, by an accidental blow or area-of-effect attack, the damage is partially reduced, for even the very universe is tricked by such a technique. However, this power has a drawback; for no agresssive action can be taken while under it's effects.
Additionally, I might buff his stats, particularly his Endurance, even though I feel the fortitude of the Buddha during his trials is better encapsulated by Perfect Diligence; and rejection of physicality seems very thematic for it anyway. I might also grant him wyrms; golden-furred monkeys with silver circlets on their brows and a ten-petaled Lotus on their backs; carrying the voice of the enlightened to foreign Territories and subverting them from within.
But, to be honest, I'm not sure I can attract voters, they clearly expressed a disinclination to the build and I only post very rarely, so my argumentative ability is rather low, really; reading through the quest and discovering they voted for a Colossal Dragon in a world of Wood just evoked an image of a Dragon being birthed by a Lotus flower, and everything flowed from there; I am just glad I got to externalize it, so I am not too hurt if it loses.
But I also want to argument against Tap-Fang, mostly because the ability seems to cause a level of unnecessary, excessive bloat of powers that would dillute our build completely, aggravated by known SV tendencies to shiny-hunt; it just seems so unwieldy and scattered and I don't like how it continues to foster work GM-side long after the build vote is done; I much prefer a more contained power than it.
But, to be honest, I'm not sure I can attract voters, they clearly expressed a disinclination to the build and I only post very rarely, so my argumentative ability is rather low, really; reading through the quest and discovering they voted for a Colossal Dragon in a world of Wood just evoked an image of a Dragon being birthed by a Lotus flower, and everything flowed from there; I am just glad I got to externalize it, so I am not too hurt if it loses.
But I also want to argument against Tap-Fang, mostly because the ability seems to cause a level of unnecessary, excessive bloat of powers that would dillute our build completely, aggravated by known SV tendencies to shiny-hunt; it just seems so unwieldy and scattered and I don't like how it continues to foster work GM-side long after the build vote is done; I much prefer a more contained power than it.
I value your opinion, and can understand your frustration (to a limited degree, anyway). I admit, powers of obtention are very attractive to me, but if it does turn out that keeping track of things we and our brood have Tapped is unacceptably tedious on our magnanimous QM, I'm certain that there is a way that it could abstracted, and even if it couldn't, a compromise down to something like absorbing only generic life-force rather than specific facets of the target could be made.
And if it's any reconciliation, I named it after the taps that you use on trees to drain sap (and maybe a little bit of a Magic: the Gathering), rather than anything else.
Hmmm
I only want to make a quirk to see your opinions but if somebody likes it then they can use it
[X] Paradoxal Entity
When you activete it you becoma a Paradox.This means nothing in realty can affect you but you can effect them.But the more you use it,the more you can't use it after deactivating.(You use it for X amount.After that you can't use it for X amount) Max 1 Year.Can increase
Hmmm
I only want to make a quirk to see your opinions but if somebody likes it then they can use it
[] Paradoxal Entity
When you activete it you becoma a Paradox.This means nothing in realty can affect you but you can effect them.But the more you use it,the more you can't use it after deactivating.(You use it for X amount.After that you can't use it for X amount) Max 1 Year.Can increase
Interesting plan, but please include a design description for the Dragon, A design description for the Wyrms, and the name by which this Dragon would be known if the Quirk plan wins. That's a requirement for any quirk plan
If QM think Tapped could get overly tedious, make it so that it can only hold and express X number of traits at a time and has to drop some to get new ones.
Subsume And Conquer: You will be king of the world, and the king must lead from the front. With every step you take your territory expands beneath you, stopped by nothing. Even the territories of the mightiest dragons vanishes under your endless advance. As the King To Be of this world you will not abide by a porous kingdom, your lands are solid from the edge of one border to the next. Woe be unto those that fall to your territory, that which enters the your kingdom will obey you, as is only proper. Even the wyrms of your challengers will listen in time, and should you subsume a a rival kingdom, it's king will listen in turn. You are not one prone to waste, and it would be such a wast to merely kill those dragons that dare challenge you.
Well, I was referring to this when I said it was within Quirk limits, for reference. To go into a little more detail, this quirk would have a consequence of the fact that it is a sort of alternate model. One the one hand, you would, as specified, take Territory irresistibly by walking around, on the other hand, you wouldn't be able to take Territory the normal way.
y] Quirk: Adapts easily to enemies. When affected by a harmful effect or attack once, cannot be affected by it ever again. Can also consume the essence of defeated enemies, gaining their strength and abilities.
[y] Name: Darwin
[y] Dragon: Serpentine shape, with a core of bark and leaves covering its body. Has dragonfly-like wings
[y] Wyrm: Like organic flying wings, made of wood and leaves
[y] Weapons: Poison spines, acid breath
[y] Advantages: Brood Inheritance, Quirks, Brood Might, Brood Agility, Brood Weaving, Brood Quantity
[y] Disadvantages: Weaving
Dragons can't do Borg adaptation in that kinda absolute sense. It's just not how the multiverse works, here. Too metaphysical. You could adapt to a type of threat, eg heat, but sooner or later your adaptions would be stripping other resistance due to the fact that it'd be your properties shifting to better resist a threat and you cannot be simultaneously heavy and light, soft and hard, etc. Dragons already steal a portion of the strength of Dragons they slay, as per
[] Disadvantage: Your Territory is in some ways sentient and aware, and it is not happy with you. Your ability to expand it and your Influence are unchallenged — it is still your Territory and your mark is still clear to see in its environs — but there is some disobedient nature to it. Location is fluid and navigation difficult. Things are not where they should be. Some landmarks exist only some of the time, or are of less use than they should be, and sometimes you must follow strange and often contradictory rules to find what you wish. These rules are more static than spaces, but that does not mean that they do not change. Lesser creatures and the broods of foreign dragons have less difficulty, as they are tied to the nature of the Territory far less intimately, though they still have trouble. However, you and your wyrms must navigate with care, lest you become truly lost. (Tactical Movement disadvantage, Territory has fey moods)
Perfectly acceptable. The why would be strictly different from that, probably, but the Tap-Fanged One would probably think it's that, and the mechanics work, so that doesn't matter. (No, I'm not saying what it would be, the Dragons don't know everything.)
Another quirk idea, that I'm not personally devoted to making a full write-up for: Unwoven. You (and those of your brood that carry your quirk) cannot be the target of Weaving. You can never be enchanted in any way, at all. Relatedly, you're complete trash at actually Weaving, but you have an innate, almost unstoppable ability to unweave the work of others. Your ability to unweave is based on the strength of your Quirk rather than your general Weaving ability, and you can even unweave without thought, enchantments corroding as they approach you, such that no enchantment you have ever encountered has survive physical contact with you.
Dragons can't be affected by hostile Weaving anyways, normally. A Dragon is always inside it's own Territory, unless it has weird Quirks, to the point that successfully leaving what is currently their Territory always involves snagging the new space they have entered.
To clarify, since I don't seem to have explicated this clearly enough (given this and a couple other posts thus far), Wyrms all inherit the Quirk of their Dragon. Brood, Inheritance is an expression of degree, not frequency. So, for example, Pride-Brood-Mother Brood, Inheritance score determines how good at teleporting his/her/its' Wyrms are, not what percent can do it at all. They all can, always.
Considering the enlightened is customarily someone who as seen the world's real form, piercing the lies to reveal the thruth beneath, "massive informational advantage" seems entirely appropriate; indeed, I mainly put the astral projection bit just in case the other two weren't enough, glad to know it was unnecessary. Still, the power levels of the setting seemed unclear when I wrote, so I just went with I thought most thematic; knowing it is perfectly viable, even if it requires good strategy, heartens me.
All that said, I do have alternative versions of the mentioned Paths, even if my fuzzy understanding of Draconic combat in your setting leaves a few balance questions:
Perfect Conduct: The ability of the enlightened to eschew violence; by sacrificing a number of petals, you may instantly freeze anything (and any extensions it may posess) for (1, 10 or 100?) seconds per petal sacrificed; that which is frozen cannot be affected by the duration, however. A petal returns every thousand years, as mentioned.
Perfect Livelihood: The ability of the enlightened to distance himself from the world; by adopting a particular style of breathing, he becomes incredibly hard to notice, fooling even the most exotic of senses; and even if he is hit, by an accidental blow or area-of-effect attack, the damage is partially reduced, for even the very universe is tricked by such a technique. However, this power has a drawback; for no agresssive action can be taken while under it's effects.
Additionally, I might buff his stats, particularly his Endurance, even though I feel the fortitude of the Buddha during his trials is better encapsulated by Perfect Diligence; and rejection of physicality seems very thematic for it anyway. I might also grant him wyrms; golden-furred monkeys with silver circlets on their brows and a ten-petaled Lotus on their backs; carrying the voice of the enlightened to foreign Territories and subverting them from within.
But, to be honest, I'm not sure I can attract voters, they clearly expressed a disinclination to the build and I only post very rarely, so my argumentative ability is rather low, really; reading through the quest and discovering they voted for a Colossal Dragon in a world of Wood just evoked an image of a Dragon being birthed by a Lotus flower, and everything flowed from there; I am just glad I got to externalize it, so I am not too hurt if it loses.
Okay. Something that has been bugging me about this submission that I need to point out. (And once again, I appear to have been inadequately clear on certain points. Consequence of having thought this stuff out over years, I suppose)
Is because the multiverse itself is perhaps months old. (or at least has only contained Dragons for that long. The Dragons can't tell the difference, honestly). So this whole thousand millennia of changing thing would be, like, false memories or something.
Relatedly, learning the truth beneath this multiverse would lead to you vanishing from reality on the spot (it's not a world of lies in the sense you are talking about, either. But what hidden truths there are pretty much can't be learned and stay). So either the Dragon is deluded (like with the false memories possibility), or he'd be gone, not present and fighting.
(I will note that when first reading through your submission I had my mind mostly on crunch and not fluff)
The issue isn't power levels, it's style of combat. For example, take UbeOnes' submission, Chronos, as an example opponent.
Nelumbos Dharma would, by default under your description, be average all around, for a Colossal. So, Chronos, by default, would only be worse at Territory. Try to push him on that, and he throws an army of super Wyrms at you, as per his strength, to prevent you from putting serious effort into Territory. Okay, so you pump Agility to avoid the army... But at what cost? Chronos is actually very fast, thanks to self hasting, so he's either closer to the border than you (mitigating the Territory weakness. He has next to no reason to not play aggressive), or you yourself position aggressively... and he bombards you with hilarious ranged firepower (multiple in built ranged attacks+haste abuse). Allright, you give yourself boosted Territory and Agility... Almost certainly at a cost to Might, at that point. He floods your entire Territory with Wyrms and being fast no longer lets you avoid them, and he can do that cause you can no longer fight well. That kinda thing.
Dragons normally cover their weaknesses with their strengths, strategically. By having a low baseline, you encourage enemy Dragons to merely blindly lean on strengths until you find a response and then lean on the weaknesses you created to get strengths to counter their strengths to still have the advantage. Super information helps, of course. But it still puts you as having to fight very smart, and other Dragons already fight smart while having such advantages to lean on.
Analysing the individual abilities in more detail...
Perfect Vision: The vision of the enlightened is completely unobstructable, working perfectly no matter the conditions; it has a 360° field of vision, can see through solid objects, and energy spectrums far above or below the own human eye; For example, seeing the infrared emissions of bodies, or the ultraviolet emitted by the sun, the EM waves of radios, and more.
Again, you see everything, pretty much. But can you meaningfully react? This, itself, while a large advantage, is useless if there is nothing you can do to successfully respond.
Perfect Aspiration: The ability of the enlightened to rid himself of unwanted facets; they may diminish one or more aspect of the self to increase others proportionally; for example, eliminating his endurance, speed and strength for an absurd boost in Weaving, our diminishing his resistance and Weaving capability for an increase in strength and speed.
As I covered earlier, since you have below average stats, as described, you just don't have enough of a pool to properly challenge a typical Dragon on stats alone, no matter how cleverly distributed.
Perfect Speech: The voice of the enlightened is supernaturally compelling, capable of easily enthralling weaker minds, and conveying trust and ease to stronger ones, it's intent is communicated no matter the barriers, be they language, different modes of communication entirely and even the physical impossibility of beings to understand the full context of the words, like with a large amount of animals; However, it is not without drawback, for he is physically unable to state falsehood.
While interesting, Dragons dismiss non-Dragon/non-Wyrm stuff half out of a blind spot, and half cause it really is underwhelming compared to Dragons. This would actually be potentially very strong long term, but the issue is getting there.
Perfect Conduct: The ability of the enlightened to eschew violence; he may sacrifice up to ten petals that are mounted on his back to form a layered petal-shield, each petal sacrificed sequentially halving the power of the attack it defended from; each petal reforms after one thousand years, as normal.
As I previously aluded to, Dragons don't usually have flashy ultimate attacks. The crap you have to defend against is usually easily spammed. Secondary issues arise from how many Quirks provide attacks that are devastating without needing force. Instant kill touch/stunning breath/other bad to be hit by no matter how softly effects are entirely possible.
Perfect Livelihood: The ability of the enlightened to distance himself from the world; by entering a meditative trance, he may astrally project himself, making his spirit able to wander undetected throughout the world as an completely incorporeal entity; Be warned, though, that this trance leaves himself completely senseless to the world physically around him, and so, he must be wary of surprise attacks.
Already addressed how this is probably useless in context of already seeing everything.
Perfect Diligence: The enlightened needs no sustenance and is absolutely mentally and physically tireless, and is able to keep functioning even after normally crippling injuries; this does not prevent death, however. In addition, at the cost of mental strain, he may temporarily "overclock" his mind, making seconds stretch out to minutes or potentially even hours in his subjective time.
Dragons are borderline this already, aside the overclocking. Don't think of them too much as living creatures.
Perfect Awareness: The understanding of the enlightened is peerless; to the smallest microbe to the farthest star, all are known to him. His vision is completely unimpeded by scale of objects, being able to see an ant with the same ease as an ocean; moreover, he possesses a "sixth sense", being able to judge the rough combat abilities of opponents and to be alerted to immediate danger without previous indication.
The main thing to say about this, aside from as an extension of the see everything bit earlier, is that, in fairness, you'd at least have unusual warning about threatening Quirks, in practice.
Perfect Unity: An unmatchable power, available only to those who realize the true nature of this world; by sacrificing petals, the enlightened may achieve, within his territory, the same reality warping powers granted by absolute dominion of this world; each petal granting one millisecond of time with such power; once again, each petal reforming after a thousand years.
In practice, this would be less useful than it sounds in a direct sense, simply because Dragons don't enter each others Territories. There'd be clever uses, certainly, but most of it's straightforward uses would be panic buttons.
As to the alternates...
Perfect Conduct: The ability of the enlightened to eschew violence; by sacrificing a number of petals, you may instantly freeze anything (and any extensions it may posess) for (1, 10 or 100?) seconds per petal sacrificed; that which is frozen cannot be affected by the duration, however. A petal returns every thousand years, as mentioned.
Actually decent as a panic button (though again, the petal use is punishing for overuse), but with some problem caveats. A Dragons Wyrms and Territory are extensions of itself. So stopping a Dragon or its' Wyrms would prevent you from fighting the entire thing. In fact, it'd prevent you from entering or stealing its' Territory. Only really useful if being double-teamed.. And initially, the big concern would be being outclassed by every individual opponent.
Perfect Livelihood: The ability of the enlightened to distance himself from the world; by adopting a particular style of breathing, he becomes incredibly hard to notice, fooling even the most exotic of senses; and even if he is hit, by an accidental blow or area-of-effect attack, the damage is partially reduced, for even the very universe is tricked by such a technique. However, this power has a drawback; for no agresssive action can be taken while under it's effects.
This sounds nice, but taking Territory is aggressive. Dragons compulsively do so. Fighting for Territory is aggressive. You either have to break camo, or watch as other Dragons start stealing your Territory on principal, eventually cornering and killing you without noticing you. At best, it is a panic button that is generally worse than Pride-Brood-Mothers' teleportation, in most circumstances. Sure, you have other advantages, but Pride-Brood-Mother gets all kinds of other utilities out of teleporting, so its' not like she is even more specialized.
I have no interest in crapping on submissions, merely addressing mechanical issues, to be clear.
[X] Paradoxal Entity
When you activete it you becoma a Paradox.This means nothing in realty can affect you but you can effect them.But the more you use it,the more you can't use it after deactivating.(You use it for X amount.After that you can't use it for X amount) Max 1 Year.Can increase
If QM think Tapped could get overly tedious, make it so that it can only hold and express X number of traits at a time and has to drop some to get new ones.
I don't believe this will be a serious problem, simply because there won't actually be that much different types of transient stuff to steal (A lot of things are the same, when it gets right down to it, just with differences of application, expression, or degree), and I am perfectly willing to be a bit imprecise and handwavy on the exact details for the Wyrms.
So. Some points about Dragons and the setting I have realized I have either not stated at all or not made clear enough.
The world is young, at least as far as containing Dragons goes. Neither you nor any of your rivals have been around for more than perhaps a year.
Dragons are borderline perpetual motion machines. They don't normally need to eat or sleep, no matter how active they might be, only need strictly to eat to recover from wounds cause by Dragons (anything else they regenerate from as if by magic, no need for available mass). Weaving changes things, on a layer of reality that is not normally directly interacted with. Dragons interact with it, within the bounds of their Territory, and Wyrms can interact with it, in the bounds of their owners' Territory. The result is things being heat resistant or on fire or durable or whatever else the Dragon gets up to for no apparent physical reason, and reverting if the enchantment is undone. Dragons 'see' this layer of reality as part of their Territory sense, and so know what things have enchantments and what does enchantments do for 'free' (although it may require focused scrutiny to determine exact details. Higher Weaving leads to more sophisticated enchantments, that tend to require more analysis to understand and can do more because they are better built). Dragons do fair amount of intuitive re-Weaving of the enchantments upon themselves, leading to stronger strikes, taking hits better, moving faster, and so on, than they 'should' for their size and form... but they have a level of physical advantage that can't be accounted for by that, either. Wyrms have a lesser degree of this same mystery edge.
Might stat is in part an expression of the degree of this mystery edge, a high might Dragon won't likely look as strong and tough as it is. Agility being another part of the same, a high Might Dragon won't be unnaturally fast, a high Agility one will be, in all likelihood. Influence, meanwhile, alters things on a physical level. It's slow compared to Weaving, but that same fact makes it harder for enemy Dragons to undo your work, once accomplished. Additionally, where Weaving is entirely intentional, at least on a sub-conscious level, a Dragons' Influence can be accurately thought of as itself sentient, modifying things intelligently to the Dragons advantage, in ways the Dragon may not even understand. If the Dragon needs a wall or a bridge, Influence obliges, with a structure beyond the Dragons' level of architectural knowledge.
There's probably other stuff I ought to cover, but this is all I'm thinking of right now, so there you go.
Perfectly acceptable. The why would be strictly different from that, probably, but the Tap-Fanged One would probably think it's that, and the mechanics work, so that doesn't matter. (No, I'm not saying what it would be, the Dragons don't know everything.)
Dragons can't be affected by hostile Weaving anyways, normally. A Dragon is always inside it's own Territory, unless it has weird Quirks, to the point that successfully leaving what is currently their Territory always involves snagging the new space they have entered.
To clarify, since I don't seem to have explicated this clearly enough (given this and a couple other posts thus far), Wyrms all inherit the Quirk of their Dragon. Brood, Inheritance is an expression of degree, not frequency. So, for example, Pride-Brood-Mother Brood, Inheritance score determines how good at teleporting his/her/its' Wyrms are, not what percent can do it at all. They all can, always.
Good to know. I guess the Unwoven idea would just basically boil down to "Use Quirk instead of Weaving to disenchant things" then, which may be a little lackluster.
I don't believe this will be a serious problem, simply because there won't actually be that much different types of transient stuff to steal (A lot of things are the same, when it gets right down to it, just with differences of application, expression, or degree), and I am perfectly willing to be a bit imprecise and handwavy on the exact details for the Wyrms.
Well, the way a Dragon with a Quirk like Unwoven would work in the specifics would probably be all of...
1: Can instantly disenchant anything in entire Territory, regardless of initial Weavers' skill.
2: Can't Weave, lacks the stat outright.
3: Wyrms can't be enchanted, can un-Weave outside of owners' Territory as a contested effort, also can't Weave, lacking the stat outright as well.
Which would still be a little lackluster cause you'd have no Weaving while borderline knocking the enemy to no Weaving... and they can lean on their Quirk, to get the edge.
So, some other things that've crossed my mind as "I ought to specify or mention this".
Dragons understand every language, no matter what. If only via cheating and leaning on Weaving, they can speak them, too. Dragons know the name of any Dragon they see, a Dragons' name is something intrinsic and inviolable (and since there tends to be a connection between name and abilities, smart Dragons tend to try to guess at advantages by analyzing the name, with allowance for guessing wrong in their strategies).
Wyrms form in the ground of a Dragons Territory, bursting forth from the earth when done. Some Dragons' Wyrms can phase through the earth, even if the Dragon lacks that capacity itself.
All the parameters of Dragons are essentially fundamentally flexible. Weaving does a lot of different things, Influence does a lot of different things, Might... Well, there's a lot of different ways to apply superior strength. And so on.
EDIT: Can I get a tally? Curious as to how the voting looks right now and don't have access to the tally program where I'm posting from at the moment.
Hmmm. I've been thinking about this for a bit. Most of the current Quirk plans are designed with a specific strength and weakness in mind, as a complete strategy set. While, strictly, the way I have it set up currently separates the three votes. So, I ask the thread...
Do you believe it'd be better, when the time comes to lock the vote, to only count Quirk plans (with the attached Strength/Weakness of the original poster) or to keep it as three separate votes, as it is currently set up?
Hmmm. I've been thinking about this for a bit. Most of the current Quirk plans are designed with a specific strength and weakness in mind, as a complete strategy set. While, strictly, the way I have it set up currently separates the three votes. So, I ask the thread...
Do you believe it'd be better, when the time comes to lock the vote, to only count Quirk plans (with the attached Strength/Weakness of the original poster) or to keep it as three separate votes, as it is currently set up?
Hmmm. I've been thinking about this for a bit. Most of the current Quirk plans are designed with a specific strength and weakness in mind, as a complete strategy set. While, strictly, the way I have it set up currently separates the three votes. So, I ask the thread...
Do you believe it'd be better, when the time comes to lock the vote, to only count Quirk plans (with the attached Strength/Weakness of the original poster) or to keep it as three separate votes, as it is currently set up?
It would extend the vote for another while, but I think for it to be fairest, we should vote on Quirk, and then let people whose Quirks lost re-vote on Strength and Weakness.
Still looking for more opinions on the vote, before I decide one way or another.
Semi-related question. Would people rather see the losing submissions as rival Dragons or not encounter them? (it'd probably be variants, for various reasons, but the question stands)
Fun bit of trivia: I rolled virtual D30s for Quirks. 27 came up two times. (I inserted a new Quirk in each number as it was rolled, so there are no duplicate Quirks).