Draconic Conditions
Burn Notice Condition
The Heir has used up precious resources getting himself or his allies out of trouble, and his guide’s put a moratorium on asking for any more favors for a while. If he presses the issue, he could find himself completely on the outs.
The guide’s Attitude toward the character flips to negative, and the Heir loses access to all benefits that guide would normally grant, including access to Spells or Knacks from the guide’s Dragon Magic or Calling. He can still use these benefits if he spends one still use these benefits if he spends one Momentum per use, cajoling or intimidating the guide into helping out in a pinch, but doing so decreases the guide’s Attitude by one level. If the guide’s Attitude reaches 0, the character loses that Birthright altogether.
The character performs a number of significant tasks that benefit the guide or replenish their resources equal to the guide’s dot rating; or the character loses the guide, as above.
Defector Condition
You have rejected your draconic side, embracing your Defection to remind yourself of your humanity.
Effect
Whenever you spend Momentum on a roll that directly works toward your short-term or long-term Worldly Deed, gain one additional die that doesn’t come out of the pool. You may invoke any Path that has nothing to do with your Dragon heritage one additional time per episode without risking Path Suspension (Scion: Origin, p. 101). However, you can’t spend Momentum on any rolls to invoke a Memory, assume draconic form, or take actions that reinforce your Cipher.
Momentum
Whenever you fail to fulfill a significant obligation to your Flight or brood, or betray or abandon them through action or inaction, add one Momentum to the pool.
Resolve
Reinforce your connections with the human world in a definitive, cathartic act of defiance. You must fulfill a short-term Deed or take a significant action toward a long-term Deed that directly opposes or contradicts either your Draconic Deed, or a Memory Deed that would resolve any active Memory Conditions. In doing so, you immediately refresh all Bond pools you currently possess for ordinary humans to their maximum, and immediately resolve one Path Suspension Condition for any non-Dragon Path you possess. Once you do, this Condition resolves and you reset to the center of your Remembrance track.
Draconic Conditions
Quid Pro Quo Condition
Quid Pro Quo Condition
The draconic lifestyle doesn’t lend itself to favors without strings attached. Your guide has scratched your back, and now they expect you to scratch theirs.
Effect
The Storyguide gives the character a new short-term or Draconic Deed in addition to the one he already has, representing the favor he owes his guide. Ancient machinations ensure he will pay his debt; he takes a Complication of a severity equal to the guide’s dot rating to any action that doesn’t make progress toward achieving the new Deed.
Resolution
The player achieves the Deed The player achieves the Deed as above.
Link to original
Burn Notice Condition
Burn Notice Condition
The Heir has used up precious resources getting himself or his allies out of trouble, and his guide’s put a moratorium on asking for any more favors for a while. If he presses the issue, he could find himself completely on the outs.
Effect
The guide’s Attitude toward the character flips to negative, and the Heir loses access to all benefits that guide would normally grant, including access to Spells or Knacks from the guide’s Dragon Magic or Calling. He can still use these benefits if he spends one still use these benefits if he spends one Momentum per use, cajoling or intimidating the guide into helping out in a pinch, but doing so decreases the guide’s Attitude by one level. If the guide’s Attitude reaches 0, the character loses that Birthright altogether.
Resolution
The character performs a number of significant tasks that benefit the guide or replenish their resources equal to the guide’s dot rating; or the character loses the guide, as above.
Link to original
Revelation Condition
Revelation Condition
You have embraced your Cipher and opened yourself to a deluge of ancestral memories that guide you.
Effect
Whenever you spend Momentum on a roll that uses your Flight’s Path Skills or a roll to invoke a Memory, gain one additional die that doesn’t come out of the pool. However, you can’t spend Momentum on any rolls that deal with ordinary humans or their institutions, or rolls on actions that would reinforce your Defection.
Momentum
Whenever you alienate one or more ordinary humans through draconic behavior, or overtly dominate them or flaunt your superiority over them, add one Momentum to the pool.
Resolve
Completely give yourself over to Memory by channeling your Handler through your body and mind directly, as a simple action. For a number of rounds equal to your Inheritance, your draconic form activates with all Transformation Knacks you know at no cost; but you are unable to take any actions that don’t reinforce your Cipher. Once the duration ends, this Condition resolves and you reset to the center of your Remembrance track.
Link to original
Defector Condition
Defector Condition
You have rejected your draconic side, embracing your Defection to remind yourself of your humanity.
Effect
Whenever you spend Momentum on a roll that directly works toward your short-term or long-term Worldly Deed, gain one additional die that doesn’t come out of the pool. You may invoke any Path that has nothing to do with your Dragon heritage one additional time per episode without risking Path Suspension (Scion: Origin, p. 101). However, you can’t spend Momentum on any rolls to invoke a Memory, assume draconic form, or take actions that reinforce your Cipher.
Momentum
Whenever you fail to fulfill a significant obligation to your Flight or brood, or betray or abandon them through action or inaction, add one Momentum to the pool.
Resolve
Reinforce your connections with the human world in a definitive, cathartic act of defiance. You must fulfill a short-term Deed or take a significant action toward a long-term Deed that directly opposes or contradicts either your Draconic Deed, or a Memory Deed that would resolve any active Memory Conditions. In doing so, you immediately refresh all Bond pools you currently possess for ordinary humans to their maximum, and immediately resolve one Path Suspension Condition for any non-Dragon Path you possess. Once you do, this Condition resolves and you reset to the center of your Remembrance track.
Link to original
When you complete a dramatic action in defiance of your resonating virtue. This may oppose or contradict your resonating virtue, however you should demonstrate this conflict in your actions. In doing so, reset yourself back to the middle of the Virtue Track.
Resolve
You Reinforce your connections with the human world in a definitive, cathartic act of defiance. You must fulfill a short-term Deed or take a significant action toward a long-term Deed that directly opposes or contradicts either your Draconic Deed, or a Memory Deed that would resolve any active Memory Conditions. In doing so, you immediately refresh all Bond pools you currently possess for ordinary humans to their maximum, and immediately resolve one Path Suspension Condition for any non-Dragon Path you possess. Once you do, this Condition resolves and you reset to the center of your Remembrance track.
Resolve
Completely give yourself over to Memory by channeling your Handler through your body and mind directly, as a simple action. For a number of rounds equal to your inheritance, your draconic form activates with all Transformation Knacks you know at no cost; but you are unable to take any actions that don’t reinforce your Cipher. Once the duration ends, this Condition resolves and you reset to the center of your Remembrance track.
Quid Pro Quo Condition
The draconic lifestyle doesn’t lend itself to favors without strings attached. Your guide has scratched your back, and now they expect you to scratch theirs.
The Storyguide gives the character a new short-term or Draconic Deed in addition to the one he already has, representing the favor he owes his guide. Ancient machinations ensure he will pay his debt; he takes a Complication of a severity equal to the guide’s dot rating to any action that doesn’t make progress toward achieving the new Deed.
The player achieves the Deed The player achieves the Deed as above.
Revelation Condition
You have embraced your Cipher and opened yourself to a deluge of ancestral memories that guide you.
Whenever you spend Momentum on a roll that uses your Flight’s Path Skills or a roll to invoke a Memory, gain one additional die that doesn’t come out of the pool. However, you can’t spend Momentum on any rolls that deal with ordinary humans or their institutions, or rolls on actions that would reinforce your Defection.
Whenever you alienate one or more ordinary humans through draconic behavior, or overtly dominate them or flaunt your superiority over them, add one Momentum to the pool.
Completely give yourself over to Memory by channeling your Handler through your body and mind directly, as a simple action. For a number of rounds equal to your Inheritance, your draconic form activates with all Transformation Knacks you know at no cost; but you are unable to take any actions that don’t reinforce your Cipher. Once the duration ends, this Condition resolves and you reset to the center of your Remembrance track.