So you Want a Dragon?
So you've decided that you want a Dragon? This Guide will go through the OOC mechanics of gaining said dragon, as well as the costs and benefits.
You are now considered to have rank 2 within the Guild. At this rank, you will no longer be mucking out those roosts, but you will have a host of other duties, such as: Caring for the Dragon Rider's Equipment (Saddles, Bridles, weapons, armor and gear) Assisting the Dragon Rider in the care of their Dragon (also includes cleaning the Roost, HAHA I lied). Accompanying the Dragon Rider to tournaments. Running errands for the Dragon Rider. There are a few prerequisites to becoming a Squire. If you do not meet the following requirements, you will not be promoted.
You have joined a knightly order, sword to protect the land and have been chosen by one of the Dragons to be its rider. These dragons can fly, and do have the limited ability to breath fire once/scene.
Benefits: Dragons select riders that embody their own personalities. This brings out the best in both Rider and Dragon, enhancing their good qualities
Willpower: ••••••••••••• (13)
Essence: ••••••••••••••• (15)
Size: 25
Armor: 9/9
Speed: Land - 12 (About 55 mph) / Air - 15 (About 80mph) Can push and move double speed is carrying a single rider and light equipment. Can dive at triple speed.
Defense: 7
Initiative Mod: 11
Base Dragon Points: This is inherent to the Dragon and does not count towards the merit. +5 points to spend as you wish on your dragon. Attributes
Skills
Powers and Benefits:
Imprinted bond: Reaching across space and language, a Dragon can “talk” and “listen” to their Rider without saying or hearing a word. An instinctive telepathy allows him to speak with his Rider. On top of this, a Rider and Dragon always knows the state of the other, physically and emotionally. In fact, the longer a Dragon and their rider are bonded, the more they will begin to be influenced by the emotional states of the other.
Wings: If you have wings, you can fly. A dragon can carry an additional rider for each point of strength they have over 2 (This does not mean the additional riders will have a means to hold on of course)
Tail: Dragons have long powerful tails, which are generally used for balance and steering.
A Dragon with this power has an innate link to the passage of time and the movement of the celestial bodies. He can estimate the time until sunrise or sunset within a matter of a couple moments, and can follow the phases of the moon in his head. Direction Sense (•)
A Dragon with this power has an innate sense of direction that instinctively allows him to remain oriented. He can enter unfamiliar territory and always retrace his steps back to his starting point, and can orient himself to any of the compass points (i.e., face north, face south) without references. Dragon Vision (•)
Your Dragon has exceptionally keen eyesight. The difficulties of all dice rolls that relate to vision are reduced by two Echolocation (• or •••)
A Dragon with Echolocation can use sonic echoes to “read” his immediate surroundings without actually having to see them. He can ignore all visually-based penalties such as darkness, fog, smoke or blindness (see “Fighting Blind” in the World of Darkness Rulebook, p. 166). If the Dragon has the three-dot version, he’ll enjoy two additional benefits: The character cannot be surprised unless asleep (see “Surprise,” pp. 151–152 in the World of Darkness Rulebook). Also, she has a permanent +1 bonus to her Defense, because the echolocation allows her to be more acutely aware of incoming attacks. Attunement (••)
This Power allows a Dragon to attune to their surroundings. Scenting the wind or feeling the trembles of the earth, he can “scan” his surroundings for trouble. In game terms, the Dragon takes a half action to get a feel for the territory, and then makes a Finesse roll to spot potential threats, trespassers or meals within 500 feet or so of the Dragon. The Attunement roll enjoys a bonus, depending on the Dragon's surroundings and circumstances. In natural surroundings, the Dragon gets a +3 bonus; in urban settings, the bonus drops to +2. If the Dragon knows his surroundings well, the dice pool receives an additional +1 bonus; if not, no further bonus applies. Other perception-based modifiers also apply, however, up to a maximum bonus or penalty of +5/–5. This Shared Vision (••)
You share a keen eyesight with your Dragon. The difficulties of all dice rolls that relate to vision are reduced by one. This can be combined with other merits or abilities that heightened senses (Applies to both Rider and Dragon) Spiked Tail (••)
The Dragon's tail is either spiked, ridged and/or otherwise serrated. Tail Attack damage can be either Bashing or Lethal. Damage type must be choosen prior to attack roll. Prehensile Tail (••)
The Dragon has greater control over their tail than their breathren. Tail gains ability to grapple and throw. Razor Wings (••)
The wings of the Dragon are clawed and/or serrated; Wing Bufffet damage can be either Bashing or Lethal. Damage type must be choosen prior to attack roll. Fire Immunity (•••)
When a Dragon is targeted by a fire attack, add the spirit’s Resistance to its Defense. The spirit’s Resistance is also automatically subtracted from environmental exposure as well. For example, Dragon with a Resistance of 6 could sleep in a burning building with no ill effects (see the World of Darkness Rulebook, p. 180). Roar (•••)
As per the Howl Numina in The Book of Spirits page 142. Stalwart (•••)
Dragon adds Resistance to total Defense. Blink of an Eye (•••••)
The Dragon uses this power to blink from one location to another. The location must be somewhere the Dragon is familliar with and needs to have enough room for the dragon to appear. To teleport the Dragon spends 3 essence and visualizes the location he is traveling to, then rolls power + finesse. It costs an additional 2 essence per passenger. The journey only takes a moment. Burning Dragonheart (•••••)
In the heat of battle the Dragon carries a fury greater than any of it's breathen. The Dragon must be in a round of combat before using this ability. Starting in the second round the Dragon may spend up to a maximum of 2 essence; gaining an additional attack for each essence spent. Each additional attack is made at a cumlative -2 to the total dice pool (ex. -2 to the second attack, -4 to the third attack) Rank (•••••)
This can be purchased a total of 3 times, to a maximum of rank 5. Each purchase of Rank gives 8 dots to spend amongst Attributes (Power, Finesse or Resistance), 5 dots in Skills and increases Essence by 5.
+1 damage to strikes Enhanced Strength (•)
Red dragons are physically powerful and can deliver devastating blows with their sharp claws and teeth. +1 Strength Bellow (••)
This Power enables a Dragon to let out a blood-curdling bellow that causes an opponent to panic and run. The spirit spends a point of Essence and then rolls Power + Finesse – the opponent’s Composure. If the Dragon wins the contest, the victim must flee the Dragon’s presence for a number of turns equal to the number of successes achieved. Fearstruck (••)
This power allows a Dragon to cause an opponent to become paralyzed by fear. The Dragon spends a point of Essence and then rolls Power + Finesse; the targeted opponent contests the roll with Presence + Composure + Supernatural Tolerance. Success renders the victim unable to move or speak (or even scream) for one turn. Exceptional success indicates that the victim freezes in place for three turns. Fiery Regeneration(•••)
Red dragons can harness the power of fire to accelerate their healing and recover from wounds more rapidly. Seeing Red (•••)
The Dragon can focus its negative resonance to create a crippling attack of its associated emotional state in an enemy. Spend a point of Essence and roll the spirit’s Power + Finesse, contested by the victim’s Resolve + Composure + Supernatural Tolerance. If the spirit wins the contest, the target is overwhelmed by anger for a number of turns equal to the number of successes the Dragon gained Heat Manipulation(••••) They can control the temperature of their surroundings, creating intense heat or scorching bursts at will. The living Flame (•••••)
The dragon becomes an embodiment of flame. Anything she touches risks catching fire. Spend Essence, 2 to transform her rider and equipment into a living flame with her. Roll to activate is power + Finesse. All attacks not do Agg/
(Power + Finesse versus the victim’s Resolve + Composure The Dragon takes a 1 dice penalty for each target they wish to affect): The Dragon creates soft, distracting lights, that flit about the target. Bemused victims have a -2 dice penalty to all perception rolls. Innate Navigation(•)
They possess an innate sense of direction, rarely getting lost and leading their allies with unerring precision. Curiosity Inducement(••)
Orange dragons have the power to spark curiosity in others, compelling them to explore and try new things. Speed (••)
This Power confers uncanny swiftness upon the Dragon, allowing it to move at a much more rapid pace than usual. The Dragon may spend two points of Essence to move at twice its normal Speed for the duration of the scene. If the Dragon spends an additional two points of Essence (for a total of four), the Dragon’s Speed triples for the duration of the scene. Joyful Aura (••)
The Dragon broadcasts a pulse of joyful emotion over a wide area. The Dragon spends one Essence to activate the aura of emotion, which then lasts for a scene. Anyone within five yards of the spirit, or who later comes within five yards of the spirit, must make a Resolve + Composure + Supernatural Tolerance roll contested by the spirit’s Power + Finesse. If the spirit wins, spirits are lifted, putting everyone into a happy state, and the subject suffers a –2 dice penalty to act agressively, or to panic for the duration of the scene or until the spirit stops using this Numen. If the subject wins, she is immune to this Numen for the duration of the scene. Energy Projection(•••)
Orange dragons can project bursts of energy or light from their bodies, either for offensive attacks or dazzling displays. Rapid Regeneration(••••)
They possess accelerated healing abilities, allowing them or their rider to recover from minor injuries quickly. Dimensional Travel(•••••)
They have the power to briefly open small portals, allowing them and their allies to move swiftly between locations. The location must be a place the Dagon is familliar with. Roll Finess+Occult. The Portal remains open for turns = successes
These dragons are exceptionally fast and agile, allowing them to zip through the skies and move swiftly on the ground. Their speed makes them adept at evading threats and seizing opportunities. +2 to speed Mental Empathy (•)
They possess the ability to sense and understand the emotions and thoughts of other beings, making them adept at forming connections and empathizing with those around them. +2 empathy Fate Weaving (••)
Yellow dragons can subtly influence the threads of fate, altering the outcome of events or nudging circumstances in their favor. Roll Power + Finesse, success allows the Dragon to roll twice for a single instant action they performs in the following turn, taking the better of the two results. Joyful Aura (••)
The Dragon broadcasts a pulse of joyful emotion over a wide area. The Dragon spends one Essence to activate the aura of emotion, which then lasts for a scene. Anyone within five yards of the spirit, or who later comes within five yards of the spirit, must make a Resolve + Composure + Supernatural Tolerance roll contested by the spirit’s Power + Finesse. If the spirit wins, spirits are lifted, putting everyone into a happy state, and the subject suffers a –2 dice penalty to act agressively, or to panic for the duration of the scene or until the spirit stops using this Numen. If the subject wins, she is immune to this Numen for the duration of the scene. Fortune’s Favor (•• or •••)
This power confers good luck. The Dragon concentrates on a person or animal and deeply wishes that party well; in game terms, the Dragon spends a point of Essence to make something good happen for the favored character. That stroke of luck occurs as a dramatic event of the Storyteller’s choice, but it will occur. Examples include a new job or promotion or simply a +4 bonus to a critical roll in the near future. Probability Sight (•••)
They have the ability to see the likelihood of different outcomes, providing them with valuable insights during decision-making. Spend a point of Essence and roll Power + Finesse Dimensional Pocket (••••)
Yellow dragons have the ability to create small dimensional pockets to store items or create temporary safe spaces. Temporal Manipulation(•••••)
The Dragon grants herself and rider a gift of hours, Making extra time on her timeline. To the subject, the entire world appears to pause, frozen in time. After the subjective Duration factor of the spell, the subject rejoins the Fallen World’s timeline and, to him, the universe immediately starts moving again.
While under the effects of a Temporal Pocket, the subject ages normally, any Conditions that change with time continue, wounds continue bleeding out, he must sleep the usual amount, and so on. He may move freely, examine objects, take any Mental actions, heal, touch things, and even cast spells with himself as the subject, but not physically move, consume, or injure anything — any attempt to do so immediately ends the spell, but returns the subject to the timeline having just completed the action he attempted. Spend 2 essence and roll Power + Finesse
Green dragons can communicate with plants and gain knowledge from the natural world, using it to aid them and their companions. Friend of the Forest (•)
Do not cause fear in animals as other Dragons do. Growth Acceleration (••)
They have the ability to accelerate the growth of plants, causing them to mature rapidly and creating natural barriers or weapons. Heal (•••)
The Dragon can heal others’ wounds, typically for a hefty price. The Dragon expends a point of Essence and rolls Power + Finesse. Bashing damage is healed before lethal, and all lethal damage must be healed before aggravated damage. Each success heals a level of bashing damage, while two successes can heal a point of lethal damage. The lethal damage healed can be used to mend aggravated damage, but each point of aggravated damage cured costs one additional point of Essence. (Healing two aggravated wounds calls for four successes and three points of Essence.) This Power may also be used to help a character fight off disease or the effects of poison — each success adding to the character’s resistance rolls on a one-to-one basis. Purification Aura (•••)
They emit a cleansing aura that purifies toxins and harmful substances from the environment, making areas around them safer and healthier. Weather Harmonization (••••)
They can influence and harmonize local weather patterns, calming storms or encouraging beneficial weather conditions. Transformation(•••••)
They have the ability to shapeshift into themselves or others into other forms, blending in with the local wildlife or adopting different appearances as needed.
They possess exceptional agility and grace, allowing them to maneuver swiftly in the air Weather Sensing (• )
Blue dragons can sense changes in weather patterns, giving them advanced warning of storms or natural disasters. Soothing Rain (••)
Rain comes, cool and refreshing, brought by the Dragon. Spend three points of Essence and roll Power + Finesse. If the roll is successful, it begins to rain in an area of about a half mile radius around the Dragon, no matter how improbable that might be. The rain is at a comfortable temperature for humans, no matter how hot or cold the surrounding area, and seems to sooth the soul. Calming Aura (••)
The Dragon broadcasts a pulse of calming emotion over a wide area. The Dragon spends one Essence to activate the aura of emotion, which then lasts for a scene. Anyone within five yards of the spirit, or who later comes within five yards of the dragon, must make a Resolve + Composure + Supernatural Tolerance roll contested by the spirit’s Power + Finesse. If the dragon wins, tempers are soothed and the subject suffers a –2 dice penalty to act agressively, or to panic for the duration of the scene or until the spirit stops using this Numen. If the subject wins, she is immune to this Power for the duration of the scene. Heal (•••)
The Dragon can heal others’ wounds, typically for a hefty price. The Dragon expends a point of Essence and rolls Power + Finesse. Bashing damage is healed before lethal, and all lethal damage must be healed before aggravated damage. Each success heals a level of bashing damage, while two successes can heal a point of lethal damage. The lethal damage healed can be used to mend aggravated damage, but each point of aggravated damage cured costs one additional point of Essence. (Healing two aggravated wounds calls for four successes and three points of Essence.) This Power may also be used to help a character fight off disease or the effects of poison — each success adding to the character’s resistance rolls on a one-to-one basis. Water Purification (•••)
Blue dragons have the power to cleanse and purify water sources, removing toxins and pollutants. Hydrokinesis (••••)
Blue dragons can manipulate water to a finer degree, shaping it into various forms and using it as a precise tool or weapon. Hydroportation (•••••)
Blue dragons can teleport through bodies of water, instantly moving from one water source to another.
Their creative energy can empower the artistic abilities of others, inspiring artists, musicians, and writers to reach new heights of expression and innovation. Aura Reading (• )
They can perceive the auras of individuals, gaining insights into their emotional states, intentions, and even their health. Interdimensional Sight (••)
Purple dragons have the ability to see into other realms and dimensions, perceiving beings and energies that exist beyond the physical plane. Mind Meld (••)
Purple dragons can form a deep mental bond with others, sharing memories, knowledge, and emotions, fostering understanding and unity. Dream Manipulation (•••)
Purple dragons have the ability to enter and manipulate the dreams of others, guiding and influencing their subconscious thoughts. Foretelling (•••)
Looking into a possible future, this Dragon and their Rider receives visions of what might transpire. These visions are vague and unreliable, but somewhat accurate regardless. In game terms, the Storyteller describes vivid impressions that the character receives in connection with a certain character, setting or event. In the process, the Storyteller silently decides how accurate those visions are, and then makes a point of having some element of them come true later. For guidance, the Storyteller might make a secret roll on the player’s behalf. Using the Dragon's dice pool, he determines whether or not the character saw a true vision of the future; the more successes he rolls, the more accurate the Foretelling will be. This is a free, reflexive action on behalf of the character. Naturally, the Storyteller is under no obligation to tell the player whether or not the vision was accurate, and he is not compelled to make the Foretelling come true a certain way. Prophecy is notoriously uncertain, open more to interpretation than to literal fulfillment. Realm Shifting (•••••)
Purple dragons can open portals to other realms, allowing themselves and others to travel between different worlds and dimensions. Creative Manifestation (•••••)
They can manifest their imagination into reality on a grand scale, transforming entire landscapes or environments with their creative power.
These dragons can blend seamlessly into their surroundings, using their earth-manipulating powers to change the color and texture of their scales to match the environment. + 2 to stealth Weather Sensing(•)
These dragons can sense changes in the weather, enabling them to predict storms and other natural phenomena. This ability helps them protect their surroundings and those they care for. Enhanced Stamina(••)
These dragons possess extraordinary stamina, allowing them to endure long journeys and challenging tasks without tiring easily. Their resilience makes them reliable partners in demanding situations. + 3 to Stamina checks relating to travel and flight Grounding Influence (••)
Brown dragons have the power to instill a sense of grounding and stability in their surroundings. Their presence brings a calming influence to chaotic situations and helps others find balance during times of uncertainty. The Dragon spends one Essence to activate the aura of emotion, which then lasts for a scene. Anyone within five yards of the spirit, or who later comes within five yards of the dragon, must make a Resolve + Composure + Supernatural Tolerance roll contested by the spirit’s Power + Finesse. If the dragon wins, tempers are soothed and the subject suffers a –2 dice penalty to act agressively, or to panic for the duration of the scene or until the spirit stops using this Numen. If the subject wins, she is immune to this Power for the duration of the scene. Fortification(•••)
Brown dragons can strengthen and reinforce structures with their earth-manipulating abilities adding to their durability. The dragon rolls Power +Finesse and adds one point per success achieved to the structures durability Brave Escape (•••)
This power grants the Dragon a sudden burst of bravado. He seems to swell with power. For a few seconds, he seems like the slickest, coolest or most dangerous creature around. Then, while his pursuers reel from the shock, the Dragon disappears. In game terms, the Dragon rolls Finesse then adds three automatic successes to that roll. The next turn, he doubles his character’s Move for each success, and either runs away or hides. Terrain Manipulation(••••)
Brown dragons can reshape terrains, creating hills, valleys, and canyons to create natural barriers or strategic advantages. Spend Essense and Roll Power + Finesse to activate the power Earthquake (•••••)
With this spell, a Dragon can create a localized earthquake by manipulating the balance of force and pressure beneath the ground. This power inflicts damage upon structures such as buildings within its targeted area (a five-yard area with one success) equal to the spell’s successes. Dexterity + Athletics, minus the spell’s successes, is rolled for living beings to remain standing. In uncommon cases, those in the area (especially those who fall down) may suffer a Health wound or two of damage, almost always bashing (Storyteller’s discretion). Being in a narrow stairwell filled with plummeting debris may involve more damage, as might being beneath a falling statue, but such occurrences are judged on a case-by-case basis. Spend Essense and Roll Power + Finesse to activate the power
They possess the power to create strong psychic barriers, protecting themselves and their Rider from mental attacks and intrusions. Time Perception (•)
Time Sense Mental Empowerment (••)
They can enhance the mental capabilities of others, temporarily increasing their intelligence, creativity, or psychic potential. Grave Misfortune (••)
This power the Dragon grant bad luck to a target. The Dragon concentrates on a person or animal and deeply wishes that party ill; in game terms, the Dragon spends a point of Essence to make something bad happen for the Target. The Victim experiences a small, yet significant stroke of bad luck. Examples of misfortune include a –4 penalty to one very important roll. Freeze (•••)
The spirit can rob the heat from a radius equal to it Finesse in yards. The spirit spends one Essence and rolls Power + Finesse; this is contested by a reflexive Stamina + Resolve + Supernatural Tolerance roll. If the spirit scores more successes than its victims, they take that number as levels of bashing damage. Armor and insulating clothes can provide some protection for a limited period of time. Armor automatically blocks damage equal to its rating for a number of rounds equal to its rating. Memory Manipulation (•••)
Grey dragons can alter or erase memories in the minds of individuals, shaping their perceptions and recollections. Thought Implantation (••••)
They can subtly implant suggestions or ideas into the minds of others, planting seeds that may influence their actions or beliefs over time. Mental Domination (•••••)
Grey dragons can exert control over the minds of others, compelling them to obey their commands or forget certain memories.
Black dragons possess an uncanny sense of empathy and emotional intelligence. This power allows them to read the emotions and intentions of others accurately. They can discern unspoken feelings and thoughts, allowing them to respond appropriately and navigate delicate social interactions with finesse.. Gain a +2 to empathy challenges Night Vision (•)
Their eyes are adapted to see in the dark, providing them with exceptional night vision. This ability makes black dragons even deadlier predators during nighttime, as they can stalk and hunt their prey with ease under the cover of darkness. No Roll is needed Intuition (••)
Black dragons possess an innate sense of intuition and foreboding, allowing them to sense danger and impending threats. This heightened intuition makes them keenly aware of their surroundings and helps them avoid potential dangers. +2 to detect ambush Fearstruck (••)
This power allows a Dragon to cause an opponent to become paralyzed by fear. The Dragon spends a point of Essence and then rolls Power + Finesse; the targeted opponent contests the roll with Presence + Composure + Supernatural Tolerance. Success renders the victim unable to move or speak (or even scream) for one turn. Exceptional success indicates that the victim freezes in place for three turns. Darkness Manipulation (•••)
Black dragons have a unique affinity for darkness and shadows. They can manipulate and control shadows, using them to obscure their movements and become nearly invisible in dimly lit or dark environments. This ability enhances their stealth and surprise when hunting or engaging in combat. Spend a point of Essesce and roll rolls Power + Finesse. Anyone Attempting to spot the dragon must roll for Wits + Investigation. Ancient Memory Recall (•••)
Black dragons have access to an ancient and vast collective memory that extends far beyond their own lifespans. This memory bank, passed down through generations, grants them insights into long-forgotten secrets and lost histories. Roll Power + Finesse to recall a piece of information pertinent to the situation. Shadow Step (••••)
With their mastery over darkness, black dragons can perform a unique form of teleportation known as "shadow step." They can move swiftly from one shadow to another, covering great distances in the blink of an eye. This ability allows them to ambush unsuspecting foes or swiftly escape dangerous situations. Cost is one Essence, 2 Essence to take their rider Living Shadow (•••••)
Black Dragons with this power becomes a living shadow. No physical force can harm her, because she isn’t solid. The Cost is 1 Essence, 2 to make their rider Shadow as well and then roll Power + Finesse. On a success the dragon becomes shadow
They possess deep empathy and can sense the emotions and intentions of others, allowing them to understand and connect with different beings. Empowering Aura (•)
They emit an empowering aura that boosts the abilities and strengths of their allies, making them more resilient and courageous. Aegis of Protection (••)
White dragons can create shields of light, guarding against both physical and magical attacks, shielding themselves and others from harm. Spiritual Communication (••)
White dragons can commune with spirits, ghosts, and other ethereal beings, gaining insights and guidance from the spirit realm. Heal (•••)
The Dragon can heal others’ wounds, typically for a hefty price. The Dragon expends a point of Essence and rolls Power + Finesse. Bashing damage is healed before lethal, and all lethal damage must be healed before aggravated damage. Each success heals a level of bashing damage, while two successes can heal a point of lethal damage. The lethal damage healed can be used to mend aggravated damage, but each point of aggravated damage cured costs one additional point of Essence. (Healing two aggravated wounds calls for four successes and three points of Essence.) This Power may also be used to help a character fight off disease or the effects of poison — each success adding to the character’s resistance rolls on a one-to-one basis. Purification (•••)
They can purify and cleanse areas tainted by dark magic, malevolent energies, or spiritual corruption, bringing balance and harmony back to those places. Temporal Sight (•••)
They can glimpse into the past and future, allowing them to foresee potential events and make decisions that can alter the course of destiny. Soul Cleansing (••••)
White dragons can purify and cleanse tainted souls, redeeming those who have been corrupted by dark influences. Resurrection (•••••)
White dragons can bring deceased creatures back to life, using their restorative powers to revive fallen allies or even those long gone.
Bronze dragons can grant mental clarity to those who seek it, helping them find peace of mind and focus during challenging situations. Positive Influence (•)
Bronze dragons can inspire hope, courage, and optimism in those they interact with, boosting their morale and confidence. Energy Transfer (••)
They have the power to transfer their own positive energy to others, revitalizing and energizing them. Truth Sense (••)
Bronze dragons can instinctively detect lies and deceit, allowing them to discern the truth from falsehoods in any situation. Emotional Healing (•••)
They have the ability to heal emotional wounds, offering comfort and solace to those who are experiencing grief, sorrow, or emotional turmoil. Healing Touch (•••)
They possess the ability to provide physical comfort through touch, easing pain and discomfort in others. Heal (•••)
The Dragon can heal others’ wounds, typically for a hefty price. The Dragon expends a point of Essence and rolls Power + Finesse. Bashing damage is healed before lethal, and all lethal damage must be healed before aggravated damage. Each success heals a level of bashing damage, while two successes can heal a point of lethal damage. The lethal damage healed can be used to mend aggravated damage, but each point of aggravated damage cured costs one additional point of Essence. (Healing two aggravated wounds calls for four successes and three points of Essence.) This Power may also be used to help a character fight off disease or the effects of poison — each success adding to the character’s resistance rolls on a one-to-one basis.
The dragon is capable of expanding the breadth of their imagination into the real world - either to enrapture those within it or to communicate with their trusted circle. Those who are enraptured are unable to interact with anything but the dreamscape for X rounds (X being the number of successes by the dragon) (Power Stat + Composure versus the victim’s Resolve + Composure) The Dragon takes a 1 dice penalty for each target over the first that they wish to affect) Emotional Influence (••)
By exerting their influence, the Copper dragon can manipulate the emotions of a target. They can work someone into a raging frenzy, or calm the most fervent zealot. For each success over the target, the Copper dragon can shift someone's emotions further along. Ex. 1 success would only be a mild influence, enough to have a chance to introduce reason into a heated argument. 5 successes would push even the most pacifistic person into a rage. (Dragons Resolve + Empathy vs. targets Resolve + Composure) Foretelling (•••)
Looking into a possible future, this Dragon and their Rider receives visions of what might transpire. These visions are vague and unreliable, but somewhat accurate regardless. In game terms, the Storyteller describes vivid impressions that the character receives in connection with a certain character, setting or event. In the process, the Storyteller silently decides how accurate those visions are, and then makes a point of having some element of them come true later. For guidance, the Storyteller might make a secret roll on the player’s behalf. Using the Dragon's dice pool, he determines whether or not the character saw a true vision of the future; the more successes he rolls, the more accurate the Foretelling will be. This is a free, reflexive action on behalf of the character. Naturally, the Storyteller is under no obligation to tell the player whether or not the vision was accurate, and he is not compelled to make the Foretelling come true a certain way. Prophecy is notoriously uncertain, open more to interpretation than to literal fulfillment.
(Power + Finesse versus the victim’s Resolve + Composure The Dragon takes a 1 dice penalty for each target they wish to affect): The Dragon creates soft, distracting lights, that flit about the target. Bemused victims have a -2 dice penalty to all perception rolls. Camouflage (••)
The Dragon's scales colour shift, allowing it to blend in with its surroundings. The Dragon spends a point of Essence and remains still. As long as the Dragon does not move, the camouflage remains active — up to a scene. Anyone trying to perceive the Dragon suffers a negative modifier equal to the spirit’s Finesse.
As written in Vampire the Requiem, page 129. Roll Power + Finesse. Truth Sense (••)
Gold dragons can instinctively detect lies and deceit, allowing them to discern the truth from falsehoods in any situation. Speed (••)
This Power confers uncanny swiftness upon the Dragon, allowing it to move at a much more rapid pace than usual. The Dragon may spend two points of Essence to move at twice its normal Speed for the duration of the scene. If the Dragon spends an additional two points of Essence (for a total of four), the Dragon’s Speed triples for the duration of the scene. Morphic Form (••••)
As per the Numina written in The Book of Spirits page Sovereignty (•••••)
As written in Vampire the Requiem, page 132, Contested Roll is Dragon Power + Finesse vs. Target's Composure + Supernatural Power Trait. The Radiant Sun (•••••)
The Dragon can create light that is equivalent in every way to sunlight rise over an area the size of a city block. Spend 5 essense and roll Power + Finesse. On a success, the area is bathed in daylight. Creatures adversely affected by sunlight suffer effects as if the sun really had risen. This lasts for a scene.
Joining the Guild
To join the guild, you must be a living being. Dragons will not bond with Vampires, Geists, Purified, or Prometheans The first step in your quest to obtain a dragon, is to Join the Skysworn. You must start at rank 1, Wyrmling. To join, you must petition a Dragon Rider or Tranquil Scale to sponsor you. You will also need to pay your way for the first couple months to a year (RP dependent). This may mean an "afterschool Job". You cannot bypass this step and you cannot buy rank with XP. Rank will be awarded by the STs. This is a very RP dependent guild. You have been warned. Membership is also for life and you will be expected to uphold the guild's idealsSo You're a Wyrmling? What now?
At this rank your PC will be learning all about the care and feeding of Dragons. How they work, their anatomy, how to safely approach them. This will be mostly theory, though you will be expected to muck out the Dragon roosts! That's exciting! You are considered to have rank 1 within the Guild, and have the title Wyrmling Other duties at this rank may also include caring for the The Groundlain or running errands for the Scaled Elders Skills that you may be learning or will come in handy later- Crafts (for repairing equipment)
- Medicine (With a specialization in Dragons)
- Occult and/Or Academics (with a specialization in Dragons)
A Step up, Dragon Squire am I
Once you have RP'd your way out of mucking out Roosts, you will be hand selected by one of the Dragon Riders to act as their Dragon Squire. You could be selected by a PC, or an NPC, depending on RP with the characters.You are now considered to have rank 2 within the Guild. At this rank, you will no longer be mucking out those roosts, but you will have a host of other duties, such as: Caring for the Dragon Rider's Equipment (Saddles, Bridles, weapons, armor and gear) Assisting the Dragon Rider in the care of their Dragon (also includes cleaning the Roost, HAHA I lied). Accompanying the Dragon Rider to tournaments. Running errands for the Dragon Rider. There are a few prerequisites to becoming a Squire. If you do not meet the following requirements, you will not be promoted.
- Rank • - You must be Part of the Skysworn
- Animal Ken •• (Specialized in Dragons)
- Drive (Dragon Flight)
- Athletics
- Fighting Style (Dragon Combat)
Okay, but I can have a Dragon now right? Becoming a Dragon Rider
There are a few prerequisites to becoming a rider. If you do not meet the following requirements, you will not be selected by a dragon:- Rank •• - You must be Part of the Skysworn and a Squire (this is non negotiable)
- Medicine • - specialized in Dragons
- Drive ••• (Specialized in Dragon Riding)
- Animal Ken ••• (Specialized in Dragons)
- Fighting Style: Dragon Combat •
New Merits
Fighting Style: Dragon Combat • to ••••
Prerequisites: Dexterity •••, Athletics ••, Animal Ken •••Level | ||
---|---|---|
• | Steady Saddle | +3 to stay mounted during combat. |
•• | Intimidating Flyby | Presence + Intimidation vs Resolve + Composure to inflict a -3 action penalty to multiple targets. |
••• | Skirmishing | Take a -2 attack penalty for +2 Defense and gain an attack halfway through your mount's movement. |
•••• | Rearing Beast | Roll Wits + Animal Ken as teamwork to enhance your mount's attack, adding your total successes as a bonus to your mount's attack |
Dragon Rider •••••
Prerequisites: Medicine • (Dragon Care Specialization), Drive ••• (Dragon Riding Specialization), Animal Ken ••• (Dragons), Fighting Style: Dragon Combat •, Skysworn Status ••You have joined a knightly order, sword to protect the land and have been chosen by one of the Dragons to be its rider. These dragons can fly, and do have the limited ability to breath fire once/scene.
Benefits: Dragons select riders that embody their own personalities. This brings out the best in both Rider and Dragon, enhancing their good qualities
- You have a dragon with base stats +5 points to spend.
- You have a telepathic link to your dragon, allowing you to communicate
- Your dragon can breath fire once/scene
- You gain a bonus as determined by your dragon type
Dragon Type | Bonus | Negative |
---|---|---|
Red Dragon | +1 to resist fear | -1 to walk away from a fight |
Orange Dragon | +1 to any roll involving stamina | -1 to any roll where you must be patient |
Yellow Dragon | +1 to any roll involving puzzling something out | -1 to rolls to resist curiosity |
Green Dragon | +1 to rolls to resist illness | -1 to willpower rolls involving taking something valuable/coveted |
Blue Dragon | +1 to rolls to remain calm | -1 to willpower for resisting manipulation attempts |
Purple Dragon | +1 to empathy rolls | -1 to resist intimidation |
Brown Dragon | +1 willpower when holding to an oath, vow or promise | -1 to risk taking |
Grey Dragon | +1 to rolls involving investigation or strategy | -1 to rolls involving empathy |
Black Dragon | +1 to any challenge involving etiquette | -1 to socialize in informal encounters |
White Dragon | +1 to medicine checks | -1 to rolls involving expression |
Bronze Dragon | +1 to expression when boasting | -1 to manipulation checks |
Copper Dragon | +1 to perception rolls | -1 to all rolls when completely alone |
Silver Dragon | +1 to subterfuge | -1 to intimidation rolls |
Gold Dragon | +2 to presence | -2 to subterfuge |
Dragon • to •••••
Each point of this merit gives you 5 dots to spend on your Dragon. You may select from a predetermined list. You may only select from the Universal list, or your Dragon's colourBuilding a Dragon
Base Stats for an Adult Dragon
Health: 31Willpower: ••••••••••••• (13)
Essence: ••••••••••••••• (15)
Size: 25
Armor: 9/9
Speed: Land - 12 (About 55 mph) / Air - 15 (About 80mph) Can push and move double speed is carrying a single rider and light equipment. Can dive at triple speed.
Defense: 7
Initiative Mod: 11
Base Dragon Points: This is inherent to the Dragon and does not count towards the merit. +5 points to spend as you wish on your dragon. Attributes
Power = 7 | Int ••••••• | Str ••••••• | Pres ••••••• |
Finesse = 5 | Wit ••••• | Dex ••••• | Man ••••• |
Resistance = 6 | Res •••••• | Stam ••••• | Comp •••••• |
Mental | Physical | Social |
Occult •• | Athletics ••••
Brawl ••• Survival ••• |
Animal Ken ••
Empathy ••• Intimidation ••• Socialize • |
- Wing Buffet: Roll the Dragon's Strength + Brawl.
- Damage: 4 Bashing
Tail: Dragons have long powerful tails, which are generally used for balance and steering.
- Tail Bash: Roll the Dragon's Strength + Brawl.
- Damage: 4 Bashing
- Claw Attack: Roll the Dragon's Strength + Brawl.
- Damage: 4 Lethal
- Bite Attack: Roll the Dragon's Strength + Brawl.
- Damage: 4 Aggravated
- Damage: equals 1 point of aggraviated damage for each success +1 for each essence spend up to the maximum of 3. This damage pool (minus the benefits of any heat-resistant armor) is inflicted every turn on anyone set ablaze until the fire is put out.
Universal Powers
Celestial Attunement (•)A Dragon with this power has an innate link to the passage of time and the movement of the celestial bodies. He can estimate the time until sunrise or sunset within a matter of a couple moments, and can follow the phases of the moon in his head. Direction Sense (•)
A Dragon with this power has an innate sense of direction that instinctively allows him to remain oriented. He can enter unfamiliar territory and always retrace his steps back to his starting point, and can orient himself to any of the compass points (i.e., face north, face south) without references. Dragon Vision (•)
Your Dragon has exceptionally keen eyesight. The difficulties of all dice rolls that relate to vision are reduced by two Echolocation (• or •••)
A Dragon with Echolocation can use sonic echoes to “read” his immediate surroundings without actually having to see them. He can ignore all visually-based penalties such as darkness, fog, smoke or blindness (see “Fighting Blind” in the World of Darkness Rulebook, p. 166). If the Dragon has the three-dot version, he’ll enjoy two additional benefits: The character cannot be surprised unless asleep (see “Surprise,” pp. 151–152 in the World of Darkness Rulebook). Also, she has a permanent +1 bonus to her Defense, because the echolocation allows her to be more acutely aware of incoming attacks. Attunement (••)
This Power allows a Dragon to attune to their surroundings. Scenting the wind or feeling the trembles of the earth, he can “scan” his surroundings for trouble. In game terms, the Dragon takes a half action to get a feel for the territory, and then makes a Finesse roll to spot potential threats, trespassers or meals within 500 feet or so of the Dragon. The Attunement roll enjoys a bonus, depending on the Dragon's surroundings and circumstances. In natural surroundings, the Dragon gets a +3 bonus; in urban settings, the bonus drops to +2. If the Dragon knows his surroundings well, the dice pool receives an additional +1 bonus; if not, no further bonus applies. Other perception-based modifiers also apply, however, up to a maximum bonus or penalty of +5/–5. This Shared Vision (••)
You share a keen eyesight with your Dragon. The difficulties of all dice rolls that relate to vision are reduced by one. This can be combined with other merits or abilities that heightened senses (Applies to both Rider and Dragon) Spiked Tail (••)
The Dragon's tail is either spiked, ridged and/or otherwise serrated. Tail Attack damage can be either Bashing or Lethal. Damage type must be choosen prior to attack roll. Prehensile Tail (••)
The Dragon has greater control over their tail than their breathren. Tail gains ability to grapple and throw. Razor Wings (••)
The wings of the Dragon are clawed and/or serrated; Wing Bufffet damage can be either Bashing or Lethal. Damage type must be choosen prior to attack roll. Fire Immunity (•••)
When a Dragon is targeted by a fire attack, add the spirit’s Resistance to its Defense. The spirit’s Resistance is also automatically subtracted from environmental exposure as well. For example, Dragon with a Resistance of 6 could sleep in a burning building with no ill effects (see the World of Darkness Rulebook, p. 180). Roar (•••)
As per the Howl Numina in The Book of Spirits page 142. Stalwart (•••)
Dragon adds Resistance to total Defense. Blink of an Eye (•••••)
The Dragon uses this power to blink from one location to another. The location must be somewhere the Dragon is familliar with and needs to have enough room for the dragon to appear. To teleport the Dragon spends 3 essence and visualizes the location he is traveling to, then rolls power + finesse. It costs an additional 2 essence per passenger. The journey only takes a moment. Burning Dragonheart (•••••)
In the heat of battle the Dragon carries a fury greater than any of it's breathen. The Dragon must be in a round of combat before using this ability. Starting in the second round the Dragon may spend up to a maximum of 2 essence; gaining an additional attack for each essence spent. Each additional attack is made at a cumlative -2 to the total dice pool (ex. -2 to the second attack, -4 to the third attack) Rank (•••••)
This can be purchased a total of 3 times, to a maximum of rank 5. Each purchase of Rank gives 8 dots to spend amongst Attributes (Power, Finesse or Resistance), 5 dots in Skills and increases Essence by 5.
Red Dragons
Heavy Hiter (•)+1 damage to strikes Enhanced Strength (•)
Red dragons are physically powerful and can deliver devastating blows with their sharp claws and teeth. +1 Strength Bellow (••)
This Power enables a Dragon to let out a blood-curdling bellow that causes an opponent to panic and run. The spirit spends a point of Essence and then rolls Power + Finesse – the opponent’s Composure. If the Dragon wins the contest, the victim must flee the Dragon’s presence for a number of turns equal to the number of successes achieved. Fearstruck (••)
This power allows a Dragon to cause an opponent to become paralyzed by fear. The Dragon spends a point of Essence and then rolls Power + Finesse; the targeted opponent contests the roll with Presence + Composure + Supernatural Tolerance. Success renders the victim unable to move or speak (or even scream) for one turn. Exceptional success indicates that the victim freezes in place for three turns. Fiery Regeneration(•••)
Red dragons can harness the power of fire to accelerate their healing and recover from wounds more rapidly. Seeing Red (•••)
The Dragon can focus its negative resonance to create a crippling attack of its associated emotional state in an enemy. Spend a point of Essence and roll the spirit’s Power + Finesse, contested by the victim’s Resolve + Composure + Supernatural Tolerance. If the spirit wins the contest, the target is overwhelmed by anger for a number of turns equal to the number of successes the Dragon gained Heat Manipulation(••••) They can control the temperature of their surroundings, creating intense heat or scorching bursts at will. The living Flame (•••••)
The dragon becomes an embodiment of flame. Anything she touches risks catching fire. Spend Essence, 2 to transform her rider and equipment into a living flame with her. Roll to activate is power + Finesse. All attacks not do Agg/
Orange Dragons
Bemuse (•)(Power + Finesse versus the victim’s Resolve + Composure The Dragon takes a 1 dice penalty for each target they wish to affect): The Dragon creates soft, distracting lights, that flit about the target. Bemused victims have a -2 dice penalty to all perception rolls. Innate Navigation(•)
They possess an innate sense of direction, rarely getting lost and leading their allies with unerring precision. Curiosity Inducement(••)
Orange dragons have the power to spark curiosity in others, compelling them to explore and try new things. Speed (••)
This Power confers uncanny swiftness upon the Dragon, allowing it to move at a much more rapid pace than usual. The Dragon may spend two points of Essence to move at twice its normal Speed for the duration of the scene. If the Dragon spends an additional two points of Essence (for a total of four), the Dragon’s Speed triples for the duration of the scene. Joyful Aura (••)
The Dragon broadcasts a pulse of joyful emotion over a wide area. The Dragon spends one Essence to activate the aura of emotion, which then lasts for a scene. Anyone within five yards of the spirit, or who later comes within five yards of the spirit, must make a Resolve + Composure + Supernatural Tolerance roll contested by the spirit’s Power + Finesse. If the spirit wins, spirits are lifted, putting everyone into a happy state, and the subject suffers a –2 dice penalty to act agressively, or to panic for the duration of the scene or until the spirit stops using this Numen. If the subject wins, she is immune to this Numen for the duration of the scene. Energy Projection(•••)
Orange dragons can project bursts of energy or light from their bodies, either for offensive attacks or dazzling displays. Rapid Regeneration(••••)
They possess accelerated healing abilities, allowing them or their rider to recover from minor injuries quickly. Dimensional Travel(•••••)
They have the power to briefly open small portals, allowing them and their allies to move swiftly between locations. The location must be a place the Dagon is familliar with. Roll Finess+Occult. The Portal remains open for turns = successes
Yellow Dragons
Enhanced Speed (•)These dragons are exceptionally fast and agile, allowing them to zip through the skies and move swiftly on the ground. Their speed makes them adept at evading threats and seizing opportunities. +2 to speed Mental Empathy (•)
They possess the ability to sense and understand the emotions and thoughts of other beings, making them adept at forming connections and empathizing with those around them. +2 empathy Fate Weaving (••)
Yellow dragons can subtly influence the threads of fate, altering the outcome of events or nudging circumstances in their favor. Roll Power + Finesse, success allows the Dragon to roll twice for a single instant action they performs in the following turn, taking the better of the two results. Joyful Aura (••)
The Dragon broadcasts a pulse of joyful emotion over a wide area. The Dragon spends one Essence to activate the aura of emotion, which then lasts for a scene. Anyone within five yards of the spirit, or who later comes within five yards of the spirit, must make a Resolve + Composure + Supernatural Tolerance roll contested by the spirit’s Power + Finesse. If the spirit wins, spirits are lifted, putting everyone into a happy state, and the subject suffers a –2 dice penalty to act agressively, or to panic for the duration of the scene or until the spirit stops using this Numen. If the subject wins, she is immune to this Numen for the duration of the scene. Fortune’s Favor (•• or •••)
This power confers good luck. The Dragon concentrates on a person or animal and deeply wishes that party well; in game terms, the Dragon spends a point of Essence to make something good happen for the favored character. That stroke of luck occurs as a dramatic event of the Storyteller’s choice, but it will occur. Examples include a new job or promotion or simply a +4 bonus to a critical roll in the near future. Probability Sight (•••)
They have the ability to see the likelihood of different outcomes, providing them with valuable insights during decision-making. Spend a point of Essence and roll Power + Finesse Dimensional Pocket (••••)
Yellow dragons have the ability to create small dimensional pockets to store items or create temporary safe spaces. Temporal Manipulation(•••••)
The Dragon grants herself and rider a gift of hours, Making extra time on her timeline. To the subject, the entire world appears to pause, frozen in time. After the subjective Duration factor of the spell, the subject rejoins the Fallen World’s timeline and, to him, the universe immediately starts moving again.
While under the effects of a Temporal Pocket, the subject ages normally, any Conditions that change with time continue, wounds continue bleeding out, he must sleep the usual amount, and so on. He may move freely, examine objects, take any Mental actions, heal, touch things, and even cast spells with himself as the subject, but not physically move, consume, or injure anything — any attempt to do so immediately ends the spell, but returns the subject to the timeline having just completed the action he attempted. Spend 2 essence and roll Power + Finesse
Green Dragons
Plant Communication (•)Green dragons can communicate with plants and gain knowledge from the natural world, using it to aid them and their companions. Friend of the Forest (•)
Do not cause fear in animals as other Dragons do. Growth Acceleration (••)
They have the ability to accelerate the growth of plants, causing them to mature rapidly and creating natural barriers or weapons. Heal (•••)
The Dragon can heal others’ wounds, typically for a hefty price. The Dragon expends a point of Essence and rolls Power + Finesse. Bashing damage is healed before lethal, and all lethal damage must be healed before aggravated damage. Each success heals a level of bashing damage, while two successes can heal a point of lethal damage. The lethal damage healed can be used to mend aggravated damage, but each point of aggravated damage cured costs one additional point of Essence. (Healing two aggravated wounds calls for four successes and three points of Essence.) This Power may also be used to help a character fight off disease or the effects of poison — each success adding to the character’s resistance rolls on a one-to-one basis. Purification Aura (•••)
They emit a cleansing aura that purifies toxins and harmful substances from the environment, making areas around them safer and healthier. Weather Harmonization (••••)
They can influence and harmonize local weather patterns, calming storms or encouraging beneficial weather conditions. Transformation(•••••)
They have the ability to shapeshift into themselves or others into other forms, blending in with the local wildlife or adopting different appearances as needed.
Blue Dragons
Enhanced Agility (• )They possess exceptional agility and grace, allowing them to maneuver swiftly in the air Weather Sensing (• )
Blue dragons can sense changes in weather patterns, giving them advanced warning of storms or natural disasters. Soothing Rain (••)
Rain comes, cool and refreshing, brought by the Dragon. Spend three points of Essence and roll Power + Finesse. If the roll is successful, it begins to rain in an area of about a half mile radius around the Dragon, no matter how improbable that might be. The rain is at a comfortable temperature for humans, no matter how hot or cold the surrounding area, and seems to sooth the soul. Calming Aura (••)
The Dragon broadcasts a pulse of calming emotion over a wide area. The Dragon spends one Essence to activate the aura of emotion, which then lasts for a scene. Anyone within five yards of the spirit, or who later comes within five yards of the dragon, must make a Resolve + Composure + Supernatural Tolerance roll contested by the spirit’s Power + Finesse. If the dragon wins, tempers are soothed and the subject suffers a –2 dice penalty to act agressively, or to panic for the duration of the scene or until the spirit stops using this Numen. If the subject wins, she is immune to this Power for the duration of the scene. Heal (•••)
The Dragon can heal others’ wounds, typically for a hefty price. The Dragon expends a point of Essence and rolls Power + Finesse. Bashing damage is healed before lethal, and all lethal damage must be healed before aggravated damage. Each success heals a level of bashing damage, while two successes can heal a point of lethal damage. The lethal damage healed can be used to mend aggravated damage, but each point of aggravated damage cured costs one additional point of Essence. (Healing two aggravated wounds calls for four successes and three points of Essence.) This Power may also be used to help a character fight off disease or the effects of poison — each success adding to the character’s resistance rolls on a one-to-one basis. Water Purification (•••)
Blue dragons have the power to cleanse and purify water sources, removing toxins and pollutants. Hydrokinesis (••••)
Blue dragons can manipulate water to a finer degree, shaping it into various forms and using it as a precise tool or weapon. Hydroportation (•••••)
Blue dragons can teleport through bodies of water, instantly moving from one water source to another.
Purple Dragons
Artistic Empowerment (• )Their creative energy can empower the artistic abilities of others, inspiring artists, musicians, and writers to reach new heights of expression and innovation. Aura Reading (• )
They can perceive the auras of individuals, gaining insights into their emotional states, intentions, and even their health. Interdimensional Sight (••)
Purple dragons have the ability to see into other realms and dimensions, perceiving beings and energies that exist beyond the physical plane. Mind Meld (••)
Purple dragons can form a deep mental bond with others, sharing memories, knowledge, and emotions, fostering understanding and unity. Dream Manipulation (•••)
Purple dragons have the ability to enter and manipulate the dreams of others, guiding and influencing their subconscious thoughts. Foretelling (•••)
Looking into a possible future, this Dragon and their Rider receives visions of what might transpire. These visions are vague and unreliable, but somewhat accurate regardless. In game terms, the Storyteller describes vivid impressions that the character receives in connection with a certain character, setting or event. In the process, the Storyteller silently decides how accurate those visions are, and then makes a point of having some element of them come true later. For guidance, the Storyteller might make a secret roll on the player’s behalf. Using the Dragon's dice pool, he determines whether or not the character saw a true vision of the future; the more successes he rolls, the more accurate the Foretelling will be. This is a free, reflexive action on behalf of the character. Naturally, the Storyteller is under no obligation to tell the player whether or not the vision was accurate, and he is not compelled to make the Foretelling come true a certain way. Prophecy is notoriously uncertain, open more to interpretation than to literal fulfillment. Realm Shifting (•••••)
Purple dragons can open portals to other realms, allowing themselves and others to travel between different worlds and dimensions. Creative Manifestation (•••••)
They can manifest their imagination into reality on a grand scale, transforming entire landscapes or environments with their creative power.
Brown Dragons
Natural Camouflage(•)These dragons can blend seamlessly into their surroundings, using their earth-manipulating powers to change the color and texture of their scales to match the environment. + 2 to stealth Weather Sensing(•)
These dragons can sense changes in the weather, enabling them to predict storms and other natural phenomena. This ability helps them protect their surroundings and those they care for. Enhanced Stamina(••)
These dragons possess extraordinary stamina, allowing them to endure long journeys and challenging tasks without tiring easily. Their resilience makes them reliable partners in demanding situations. + 3 to Stamina checks relating to travel and flight Grounding Influence (••)
Brown dragons have the power to instill a sense of grounding and stability in their surroundings. Their presence brings a calming influence to chaotic situations and helps others find balance during times of uncertainty. The Dragon spends one Essence to activate the aura of emotion, which then lasts for a scene. Anyone within five yards of the spirit, or who later comes within five yards of the dragon, must make a Resolve + Composure + Supernatural Tolerance roll contested by the spirit’s Power + Finesse. If the dragon wins, tempers are soothed and the subject suffers a –2 dice penalty to act agressively, or to panic for the duration of the scene or until the spirit stops using this Numen. If the subject wins, she is immune to this Power for the duration of the scene. Fortification(•••)
Brown dragons can strengthen and reinforce structures with their earth-manipulating abilities adding to their durability. The dragon rolls Power +Finesse and adds one point per success achieved to the structures durability Brave Escape (•••)
This power grants the Dragon a sudden burst of bravado. He seems to swell with power. For a few seconds, he seems like the slickest, coolest or most dangerous creature around. Then, while his pursuers reel from the shock, the Dragon disappears. In game terms, the Dragon rolls Finesse then adds three automatic successes to that roll. The next turn, he doubles his character’s Move for each success, and either runs away or hides. Terrain Manipulation(••••)
Brown dragons can reshape terrains, creating hills, valleys, and canyons to create natural barriers or strategic advantages. Spend Essense and Roll Power + Finesse to activate the power Earthquake (•••••)
With this spell, a Dragon can create a localized earthquake by manipulating the balance of force and pressure beneath the ground. This power inflicts damage upon structures such as buildings within its targeted area (a five-yard area with one success) equal to the spell’s successes. Dexterity + Athletics, minus the spell’s successes, is rolled for living beings to remain standing. In uncommon cases, those in the area (especially those who fall down) may suffer a Health wound or two of damage, almost always bashing (Storyteller’s discretion). Being in a narrow stairwell filled with plummeting debris may involve more damage, as might being beneath a falling statue, but such occurrences are judged on a case-by-case basis. Spend Essense and Roll Power + Finesse to activate the power
Grey Dragons
Mental Shielding (•)They possess the power to create strong psychic barriers, protecting themselves and their Rider from mental attacks and intrusions. Time Perception (•)
Time Sense Mental Empowerment (••)
They can enhance the mental capabilities of others, temporarily increasing their intelligence, creativity, or psychic potential. Grave Misfortune (••)
This power the Dragon grant bad luck to a target. The Dragon concentrates on a person or animal and deeply wishes that party ill; in game terms, the Dragon spends a point of Essence to make something bad happen for the Target. The Victim experiences a small, yet significant stroke of bad luck. Examples of misfortune include a –4 penalty to one very important roll. Freeze (•••)
The spirit can rob the heat from a radius equal to it Finesse in yards. The spirit spends one Essence and rolls Power + Finesse; this is contested by a reflexive Stamina + Resolve + Supernatural Tolerance roll. If the spirit scores more successes than its victims, they take that number as levels of bashing damage. Armor and insulating clothes can provide some protection for a limited period of time. Armor automatically blocks damage equal to its rating for a number of rounds equal to its rating. Memory Manipulation (•••)
Grey dragons can alter or erase memories in the minds of individuals, shaping their perceptions and recollections. Thought Implantation (••••)
They can subtly implant suggestions or ideas into the minds of others, planting seeds that may influence their actions or beliefs over time. Mental Domination (•••••)
Grey dragons can exert control over the minds of others, compelling them to obey their commands or forget certain memories.
Black Dragons
Empathy (•)Black dragons possess an uncanny sense of empathy and emotional intelligence. This power allows them to read the emotions and intentions of others accurately. They can discern unspoken feelings and thoughts, allowing them to respond appropriately and navigate delicate social interactions with finesse.. Gain a +2 to empathy challenges Night Vision (•)
Their eyes are adapted to see in the dark, providing them with exceptional night vision. This ability makes black dragons even deadlier predators during nighttime, as they can stalk and hunt their prey with ease under the cover of darkness. No Roll is needed Intuition (••)
Black dragons possess an innate sense of intuition and foreboding, allowing them to sense danger and impending threats. This heightened intuition makes them keenly aware of their surroundings and helps them avoid potential dangers. +2 to detect ambush Fearstruck (••)
This power allows a Dragon to cause an opponent to become paralyzed by fear. The Dragon spends a point of Essence and then rolls Power + Finesse; the targeted opponent contests the roll with Presence + Composure + Supernatural Tolerance. Success renders the victim unable to move or speak (or even scream) for one turn. Exceptional success indicates that the victim freezes in place for three turns. Darkness Manipulation (•••)
Black dragons have a unique affinity for darkness and shadows. They can manipulate and control shadows, using them to obscure their movements and become nearly invisible in dimly lit or dark environments. This ability enhances their stealth and surprise when hunting or engaging in combat. Spend a point of Essesce and roll rolls Power + Finesse. Anyone Attempting to spot the dragon must roll for Wits + Investigation. Ancient Memory Recall (•••)
Black dragons have access to an ancient and vast collective memory that extends far beyond their own lifespans. This memory bank, passed down through generations, grants them insights into long-forgotten secrets and lost histories. Roll Power + Finesse to recall a piece of information pertinent to the situation. Shadow Step (••••)
With their mastery over darkness, black dragons can perform a unique form of teleportation known as "shadow step." They can move swiftly from one shadow to another, covering great distances in the blink of an eye. This ability allows them to ambush unsuspecting foes or swiftly escape dangerous situations. Cost is one Essence, 2 Essence to take their rider Living Shadow (•••••)
Black Dragons with this power becomes a living shadow. No physical force can harm her, because she isn’t solid. The Cost is 1 Essence, 2 to make their rider Shadow as well and then roll Power + Finesse. On a success the dragon becomes shadow
White Dragons
Empathy (•)They possess deep empathy and can sense the emotions and intentions of others, allowing them to understand and connect with different beings. Empowering Aura (•)
They emit an empowering aura that boosts the abilities and strengths of their allies, making them more resilient and courageous. Aegis of Protection (••)
White dragons can create shields of light, guarding against both physical and magical attacks, shielding themselves and others from harm. Spiritual Communication (••)
White dragons can commune with spirits, ghosts, and other ethereal beings, gaining insights and guidance from the spirit realm. Heal (•••)
The Dragon can heal others’ wounds, typically for a hefty price. The Dragon expends a point of Essence and rolls Power + Finesse. Bashing damage is healed before lethal, and all lethal damage must be healed before aggravated damage. Each success heals a level of bashing damage, while two successes can heal a point of lethal damage. The lethal damage healed can be used to mend aggravated damage, but each point of aggravated damage cured costs one additional point of Essence. (Healing two aggravated wounds calls for four successes and three points of Essence.) This Power may also be used to help a character fight off disease or the effects of poison — each success adding to the character’s resistance rolls on a one-to-one basis. Purification (•••)
They can purify and cleanse areas tainted by dark magic, malevolent energies, or spiritual corruption, bringing balance and harmony back to those places. Temporal Sight (•••)
They can glimpse into the past and future, allowing them to foresee potential events and make decisions that can alter the course of destiny. Soul Cleansing (••••)
White dragons can purify and cleanse tainted souls, redeeming those who have been corrupted by dark influences. Resurrection (•••••)
White dragons can bring deceased creatures back to life, using their restorative powers to revive fallen allies or even those long gone.
Bronze Dragons
Mental Clarity (•)Bronze dragons can grant mental clarity to those who seek it, helping them find peace of mind and focus during challenging situations. Positive Influence (•)
Bronze dragons can inspire hope, courage, and optimism in those they interact with, boosting their morale and confidence. Energy Transfer (••)
They have the power to transfer their own positive energy to others, revitalizing and energizing them. Truth Sense (••)
Bronze dragons can instinctively detect lies and deceit, allowing them to discern the truth from falsehoods in any situation. Emotional Healing (•••)
They have the ability to heal emotional wounds, offering comfort and solace to those who are experiencing grief, sorrow, or emotional turmoil. Healing Touch (•••)
They possess the ability to provide physical comfort through touch, easing pain and discomfort in others. Heal (•••)
The Dragon can heal others’ wounds, typically for a hefty price. The Dragon expends a point of Essence and rolls Power + Finesse. Bashing damage is healed before lethal, and all lethal damage must be healed before aggravated damage. Each success heals a level of bashing damage, while two successes can heal a point of lethal damage. The lethal damage healed can be used to mend aggravated damage, but each point of aggravated damage cured costs one additional point of Essence. (Healing two aggravated wounds calls for four successes and three points of Essence.) This Power may also be used to help a character fight off disease or the effects of poison — each success adding to the character’s resistance rolls on a one-to-one basis.
Copper Dragons
Empathy (•) They possess deep empathy and can sense the emotions and intentions of others, allowing them to understand and connect with different beings. Ex. 1 success would only give a sole, solid hint as to an individuals emotional state whereas 5 successes would provide more in-depth information of the target's emotional state (body language, tone, eye color for some, vocal changes, etc.) (Resolve + Empathy) Imagin-net (••)The dragon is capable of expanding the breadth of their imagination into the real world - either to enrapture those within it or to communicate with their trusted circle. Those who are enraptured are unable to interact with anything but the dreamscape for X rounds (X being the number of successes by the dragon) (Power Stat + Composure versus the victim’s Resolve + Composure) The Dragon takes a 1 dice penalty for each target over the first that they wish to affect) Emotional Influence (••)
By exerting their influence, the Copper dragon can manipulate the emotions of a target. They can work someone into a raging frenzy, or calm the most fervent zealot. For each success over the target, the Copper dragon can shift someone's emotions further along. Ex. 1 success would only be a mild influence, enough to have a chance to introduce reason into a heated argument. 5 successes would push even the most pacifistic person into a rage. (Dragons Resolve + Empathy vs. targets Resolve + Composure) Foretelling (•••)
Looking into a possible future, this Dragon and their Rider receives visions of what might transpire. These visions are vague and unreliable, but somewhat accurate regardless. In game terms, the Storyteller describes vivid impressions that the character receives in connection with a certain character, setting or event. In the process, the Storyteller silently decides how accurate those visions are, and then makes a point of having some element of them come true later. For guidance, the Storyteller might make a secret roll on the player’s behalf. Using the Dragon's dice pool, he determines whether or not the character saw a true vision of the future; the more successes he rolls, the more accurate the Foretelling will be. This is a free, reflexive action on behalf of the character. Naturally, the Storyteller is under no obligation to tell the player whether or not the vision was accurate, and he is not compelled to make the Foretelling come true a certain way. Prophecy is notoriously uncertain, open more to interpretation than to literal fulfillment.
Silver Dragons
Bemuse (•)(Power + Finesse versus the victim’s Resolve + Composure The Dragon takes a 1 dice penalty for each target they wish to affect): The Dragon creates soft, distracting lights, that flit about the target. Bemused victims have a -2 dice penalty to all perception rolls. Camouflage (••)
The Dragon's scales colour shift, allowing it to blend in with its surroundings. The Dragon spends a point of Essence and remains still. As long as the Dragon does not move, the camouflage remains active — up to a scene. Anyone trying to perceive the Dragon suffers a negative modifier equal to the spirit’s Finesse.
Gold Dragons
Awe (•)As written in Vampire the Requiem, page 129. Roll Power + Finesse. Truth Sense (••)
Gold dragons can instinctively detect lies and deceit, allowing them to discern the truth from falsehoods in any situation. Speed (••)
This Power confers uncanny swiftness upon the Dragon, allowing it to move at a much more rapid pace than usual. The Dragon may spend two points of Essence to move at twice its normal Speed for the duration of the scene. If the Dragon spends an additional two points of Essence (for a total of four), the Dragon’s Speed triples for the duration of the scene. Morphic Form (••••)
As per the Numina written in The Book of Spirits page Sovereignty (•••••)
As written in Vampire the Requiem, page 132, Contested Roll is Dragon Power + Finesse vs. Target's Composure + Supernatural Power Trait. The Radiant Sun (•••••)
The Dragon can create light that is equivalent in every way to sunlight rise over an area the size of a city block. Spend 5 essense and roll Power + Finesse. On a success, the area is bathed in daylight. Creatures adversely affected by sunlight suffer effects as if the sun really had risen. This lasts for a scene.
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