Dragons are a mainstay of fantasy settings. While the details of a dragon's ecology can vary wildly from setting to setting, a number of traits remain the same: they are big and they are powerful.
Weapons
A dragon's ranged weapon is it's breath attack. It can be whatever element the GM wishes.
A dragon's melee weapon is it's claws, teeth, and sheer mass. They have the grappling mod, so they do not suffer any penalty for grappling.
Tier 1 Adolescent Dragon
Resources
Health | 16 |
Endurance | 9 |
Cunning | 6 |
Willpower | 8 |
E Mana | 4 |
Q Mana | 14 |
Combat Stats
Initiative | 12 |
Melee Attack | 20 |
Ranged Attack | 18 |
Dodge | 12 |
Parry | 16 |
Soak | 20 |
Command | 12 |
Size | 3 |
Social Stats
Connection | Varies |
Vice | Hoard |
Self-Control | 18 |
Shrewdness | 14 |
Sense Motives | 14 |
Social Actions | 16 |
Powers
Name | Action | Mana Cost | Charge Cost | Description |
Wound Penalty Resistance 1 | - | - | - | When rolling the dragon's wound penalty dice, reduce the number of dice by 1. |
Blitz Attack | Simple | 1 Endurance | Move up to your speed in spaces and use (Basic Attack) in the same action. This attack gains +4 dice. This mechanic counts as "blitz" for the purposes of any powers that trigger off of blitz attacks. | |
Defend Other | Simple | Select a willing target within the same space as you. Intercept attacks for that target. You may apply your parry defense or soak defense to attacks you intercept for them. If your defense is beaten by the attack roll, the attacker may choose to hit you, or hit their original target. If they choose to hit their original target, the original target may apply their own defense against the net hits(successes) remaining from the attack roll. This effectively means that in order to attack the original target, the attacker must go through 2 defense rolls instead of 1 defense roll. Defend Other does not function at all if a single attack would strike both characters, such as an area effect attack. | ||
Full Defense | Complex | Double defense for 1 round. | ||
Boss | This power is designed to make a single entity be a legitimate threat to a group of player characters. This power grants a number of turns in combat equal to the number of player characters in the fight. Turns taken by the boss should not be sequential - the GM should try to allow a player character to take a turn in between each of the bosses turns. There should never be more than 1 entity with this power in a combat scene. This power may not be purchased by player characters. The only situation in which a GM should consider allowing a PC to have this power is if it is a 1 player game. | |||
Personal Flight | You may fly on your own, without need of a vehicle. This prevents any falling damage and obviates any need to jump. It also disregards most types of rough terrain. | |||
Super Speed 2 | The dragon has a total speed of 3. | |||
Harden Armor | Interrupt | 2 | 1 Endurance | Triggered when attacked. You gain Flawless Defense for your soak defense dicepool against 1 attack. You may see the attack roll result before triggering this power, but you must trigger the power before making a defense roll. |
Nonchalant Soak | Interrupt | 2 | Create a number of false health points equal to your Protection(10) skill. These false health points last until they are spent by being damaged, or until the end of the scene. Damage to these false health points does not count as getting 'hit' for the purposes of powers that trigger off of a hit. Damage to these false health points does not cause a Wounds penalty roll. These false health points cannot be healed. These false health points can only apply to damage taken when your Soak Defense is applied against the attack. This Power is useable once per scene. | |
Area Attack | Complex | 1 | Creates an area attack, striking 1 space and all entities & scenery within the space. As an area attack, this power negates the bonuses gained by targets with a larger size than the attacker. This power is often taken with the required equipment power limiter; with grenades or other explosives as required equipment. Cost: 1 mana OR 1 Endurance Charge. | |
Avatar of Fear | Select an emotion for this power. You can buy this power multiple times to add different emotions. Your Excite Emotions [Chosen Emotion] social actions gain +[Magic(5)] rating to your dicepool. | |||
Loud Speaker | Make your voice incredibly loud. At Presence rating 1-3, your voice is powerful enough to be clearly heard and understood for a few square miles. At Presences rating 4-6, your voice is powerful enough to be clearly heard & understood in a large city. At Presence rating 7-9, your voice is powerful enough to be clearly heard & understood in an area the size of Texas. A Presence rating 10-11, your voice is powerful enough to be heard & understood throughout a whole continent. At Presence 12, you can be heard throughout an entire world. You may make your voice quieter, to target a smaller area. This effect lasts for 1 scene or until you end it. | |||
Radar | You can detect aerial & aquatic entities & vehicles above Size 2 out to 30km or 12 Spaces. This power can allow you to use powers such as Ultra Long Range Shot against those detected. This power doesn't function against ground based entities and vehicles unless they are Size 5+. This power can function under water with a -6 to all rolls based on it. | |||
Super Sniffer | Gain +[Magic(5)] to smell related tests. This power explicitly makes you able to use scent as a means to track someone, or identify them by their scent; which can be used to place them at a crime scene. This power does not act as a modifier for attacks. | |||
Hulk Rage | Free | 1 | Deal 1 automatic damage to everything, including scenery, in the same space as you. This is a free action you can use once per round. | |
Personal Personnel Carrier | You can lift and carry a consenting (or incapacitated) adult humanoid and all the gear they're wearing without suffering any penalties to your rolls. A size 1 individual can carry up to 1 size 1 individuals, or up to 2 size 0 individuals. A size 2 individual can carry up to 1 size 2 individuals, or 2 size 1 individuals. Additionally, picking up someone in combat counts as a Free Action for you, instead of a Simple Action. | |||
Indecent Proposal | This power temporarily changes the target's Vice to whatever Vice you choose. You need only 1 net hit on the test for this power to work. The temporary vice remains until they have acted upon it once. | |||
Dangerous Grappler | When you make a successful grapple attack, you deal non-lethal damage equal to half of your Grappling Pool. | |||
Create [Element] | Simple | 1 | Choose an element for the dragon. If creating a volume of [Element], the maximum volume created = (Magic(5) cubic feet). | |
Shape [Element] | Simple | 1 | Shape an existing volume of an element. Change (magic(5)) cubic feet of shape per simple action. Does not change fundamental behavior of element, though it will make it resist gravity for the duration of the shaping action. |
Tier 2 Adult Dragon
Resources
Health | 24 |
Endurance | 12 |
Cunning | 10 |
Willpower | 12 |
E Mana | 9 |
Q Mana | 19 |
Combat Stats
Initiative | 16 |
Melee Attack | 28 |
Ranged Attack | 28 |
Dodge | 22 |
Parry | 18 |
Soak | 24 |
Command | 16 |
Size | 4 |
Social Stats
Connection | Varies |
Vice | Hoard |
Self-Control | 22 |
Shrewdness | 14 |
Sense Motives | 20 |
Social Actions | 20 |
Powers
Name | Action | Mana Cost | Charge Cost | Description |
Wound Penalty Resistance 2 | - | - | - | When rolling the dragon's wound penalty dice, reduce the number of dice by 2. |
Blitz Attack | Simple | 1 Endurance | Move up to your speed in spaces and use (Basic Attack) in the same action. This attack gains +4 dice. This mechanic counts as "blitz" for the purposes of any powers that trigger off of blitz attacks. | |
Defend Other | Simple | Select a willing target within the same space as you. Intercept attacks for that target. You may apply your parry defense or soak defense to attacks you intercept for them. If your defense is beaten by the attack roll, the attacker may choose to hit you, or hit their original target. If they choose to hit their original target, the original target may apply their own defense against the net hits(successes) remaining from the attack roll. This effectively means that in order to attack the original target, the attacker must go through 2 defense rolls instead of 1 defense roll. Defend Other does not function at all if a single attack would strike both characters, such as an area effect attack. | ||
Full Defense | Complex | Double defense for 1 round. | ||
Boss | This power is designed to make a single entity be a legitimate threat to a group of player characters. This power grants a number of turns in combat equal to the number of player characters in the fight. Turns taken by the boss should not be sequential - the GM should try to allow a player character to take a turn in between each of the bosses turns. There should never be more than 1 entity with this power in a combat scene. This power may not be purchased by player characters. The only situation in which a GM should consider allowing a PC to have this power is if it is a 1 player game. | |||
Personal Flight | You may fly on your own, without need of a vehicle. This prevents any falling damage and obviates any need to jump. It also disregards most types of rough terrain. | |||
Super Speed 2 | The dragon has a total speed of 3. | |||
Harden Armor | Interrupt | 2 | 1 Endurance | Triggered when attacked. You gain Flawless Defense for your soak defense dicepool against 1 attack. You may see the attack roll result before triggering this power, but you must trigger the power before making a defense roll. |
Nonchalant Soak | Interrupt | 2 | Create a number of false health points equal to your Protection(10) skill. These false health points last until they are spent by being damaged, or until the end of the scene. Damage to these false health points does not count as getting 'hit' for the purposes of powers that trigger off of a hit. Damage to these false health points does not cause a Wounds penalty roll. These false health points cannot be healed. These false health points can only apply to damage taken when your Soak Defense is applied against the attack. This Power is useable once per scene. | |
Area Attack | Complex | 1 | Creates an area attack, striking 1 space and all entities & scenery within the space. As an area attack, this power negates the bonuses gained by targets with a larger size than the attacker. This power is often taken with the required equipment power limiter; with grenades or other explosives as required equipment. Cost: 1 mana OR 1 Endurance Charge. | |
Avatar of Fear | Select an emotion for this power. You can buy this power multiple times to add different emotions. Your Excite Emotions [Chosen Emotion] social actions gain +[Magic(9)] rating to your dicepool. | |||
Loud Speaker | Make your voice incredibly loud. At Presence rating 1-3, your voice is powerful enough to be clearly heard and understood for a few square miles. At Presences rating 4-6, your voice is powerful enough to be clearly heard & understood in a large city. At Presence rating 7-9, your voice is powerful enough to be clearly heard & understood in an area the size of Texas. A Presence rating 10-11, your voice is powerful enough to be heard & understood throughout a whole continent. At Presence 12, you can be heard throughout an entire world. You may make your voice quieter, to target a smaller area. This effect lasts for 1 scene or until you end it. | |||
Radar | You can detect aerial & aquatic entities & vehicles above Size 2 out to 30km or 12 Spaces. This power can allow you to use powers such as Ultra Long Range Shot against those detected. This power doesn't function against ground based entities and vehicles unless they are Size 5+. This power can function under water with a -6 to all rolls based on it. | |||
Super Sniffer | Gain +[Magic(9)] to smell related tests. This power explicitly makes you able to use scent as a means to track someone, or identify them by their scent; which can be used to place them at a crime scene. This power does not act as a modifier for attacks. | |||
Hulk Rage | Free | 1 | Deal 1 automatic damage to everything, including scenery, in the same space as you. This is a free action you can use once per round. | |
Personal Personnel Carrier | You can lift and carry a consenting (or incapacitated) adult humanoid and all the gear they're wearing without suffering any penalties to your rolls. A size 1 individual can carry up to 1 size 1 individuals, or up to 2 size 0 individuals. A size 2 individual can carry up to 1 size 2 individuals, or 2 size 1 individuals. Additionally, picking up someone in combat counts as a Free Action for you, instead of a Simple Action. | |||
Indecent Proposal | This power temporarily changes the target's Vice to whatever Vice you choose. You need only 1 net hit on the test for this power to work. The temporary vice remains until they have acted upon it once. | |||
Dangerous Grappler | When you make a successful grapple attack, you deal non-lethal damage equal to half of your Grappling Pool. | |||
Create [Element] | Simple | 1 | Choose an element for the dragon. If creating a volume of [Element], the maximum volume created = (Magic(9) cubic feet). | |
Shape [Element] | Simple | 1 | Shape an existing volume of an element. Change (magic(9)) cubic feet of shape per simple action. Does not change fundamental behavior of element, though it will make it resist gravity for the duration of the shaping action. |
Tier 3 Ancient Dragon
Resources
Health | 30 |
Endurance | 18 |
Cunning | 14 |
Willpower | 18 |
E Mana | 12 |
Q Mana | 22 |
Combat Stats
Initiative | 20 |
Melee Attack | 35 |
Ranged Attack | 35 |
Dodge | 26 |
Parry | 20 |
Soak | 28 |
Command | 20 |
Size | 5 |
Social Stats
Connection | Organization |
Vice | Varies |
Self-Control | 24 |
Shrewdness | 18 |
Sense Motives | 24 |
Social Actions | 24 |
Powers
Name | Action | Mana Cost | Charge Cost | Description |
Wound Penalty Resistance 3 | - | - | - | When rolling the dragon's wound penalty dice, reduce the number of dice by 3. |
Blitz Attack | Simple | 1 Endurance | Move up to your speed in spaces and use (Basic Attack) in the same action. This attack gains +4 dice. This mechanic counts as "blitz" for the purposes of any powers that trigger off of blitz attacks. | |
Defend Other | Simple | Select a willing target within the same space as you. Intercept attacks for that target. You may apply your parry defense or soak defense to attacks you intercept for them. If your defense is beaten by the attack roll, the attacker may choose to hit you, or hit their original target. If they choose to hit their original target, the original target may apply their own defense against the net hits(successes) remaining from the attack roll. This effectively means that in order to attack the original target, the attacker must go through 2 defense rolls instead of 1 defense roll. Defend Other does not function at all if a single attack would strike both characters, such as an area effect attack. | ||
Full Defense | Complex | Double defense for 1 round. | ||
Boss | This power is designed to make a single entity be a legitimate threat to a group of player characters. This power grants a number of turns in combat equal to the number of player characters in the fight. Turns taken by the boss should not be sequential - the GM should try to allow a player character to take a turn in between each of the bosses turns. There should never be more than 1 entity with this power in a combat scene. This power may not be purchased by player characters. The only situation in which a GM should consider allowing a PC to have this power is if it is a 1 player game. | |||
Personal Flight | You may fly on your own, without need of a vehicle. This prevents any falling damage and obviates any need to jump. It also disregards most types of rough terrain. | |||
Super Speed 2 | The dragon has a total speed of 3. | |||
Harden Armor | Interrupt | 2 | 1 Endurance | Triggered when attacked. You gain Flawless Defense for your soak defense dicepool against 1 attack. You may see the attack roll result before triggering this power, but you must trigger the power before making a defense roll. |
Nonchalant Soak | Interrupt | 2 | Create a number of false health points equal to your Protection(10) skill. These false health points last until they are spent by being damaged, or until the end of the scene. Damage to these false health points does not count as getting 'hit' for the purposes of powers that trigger off of a hit. Damage to these false health points does not cause a Wounds penalty roll. These false health points cannot be healed. These false health points can only apply to damage taken when your Soak Defense is applied against the attack. This Power is useable once per scene. | |
Area Attack | Complex | 1 | Creates an area attack, striking 1 space and all entities & scenery within the space. As an area attack, this power negates the bonuses gained by targets with a larger size than the attacker. This power is often taken with the required equipment power limiter; with grenades or other explosives as required equipment. Cost: 1 mana OR 1 Endurance Charge. | |
Avatar of Fear | Select an emotion for this power. You can buy this power multiple times to add different emotions. Your Excite Emotions [Chosen Emotion] social actions gain +[Magic(12)] rating to your dicepool. | |||
Loud Speaker | Make your voice incredibly loud. At Presence rating 1-3, your voice is powerful enough to be clearly heard and understood for a few square miles. At Presences rating 4-6, your voice is powerful enough to be clearly heard & understood in a large city. At Presence rating 7-9, your voice is powerful enough to be clearly heard & understood in an area the size of Texas. A Presence rating 10-11, your voice is powerful enough to be heard & understood throughout a whole continent. At Presence 12, you can be heard throughout an entire world. You may make your voice quieter, to target a smaller area. This effect lasts for 1 scene or until you end it. | |||
Radar | You can detect aerial & aquatic entities & vehicles above Size 2 out to 30km or 12 Spaces. This power can allow you to use powers such as Ultra Long Range Shot against those detected. This power doesn't function against ground based entities and vehicles unless they are Size 5+. This power can function under water with a -6 to all rolls based on it. | |||
Super Sniffer | Gain +[Magic(12)] to smell related tests. This power explicitly makes you able to use scent as a means to track someone, or identify them by their scent; which can be used to place them at a crime scene. This power does not act as a modifier for attacks. | |||
Hulk Rage | Free | 1 | Deal 1 automatic damage to everything, including scenery, in the same space as you. This is a free action you can use once per round. | |
Personal Personnel Carrier | You can lift and carry a consenting (or incapacitated) adult humanoid and all the gear they're wearing without suffering any penalties to your rolls. A size 1 individual can carry up to 1 size 1 individuals, or up to 2 size 0 individuals. A size 2 individual can carry up to 1 size 2 individuals, or 2 size 1 individuals. Additionally, picking up someone in combat counts as a Free Action for you, instead of a Simple Action. | |||
Indecent Proposal | This power temporarily changes the target's Vice to whatever Vice you choose. You need only 1 net hit on the test for this power to work. The temporary vice remains until they have acted upon it once. | |||
Dangerous Grappler | When you make a successful grapple attack, you deal non-lethal damage equal to half of your Grappling Pool. | |||
Create [Element] | Simple | 1 | Choose an element for the dragon. If creating a volume of [Element], the maximum volume created = (Magic(12) cubic feet). | |
Shape [Element] | Simple | 1 | Shape an existing volume of an element. Change (magic(12)) cubic feet of shape per simple action. Does not change fundamental behavior of element, though it will make it resist gravity for the duration of the shaping action. |