Then it came to pass that nine heroes rose up and banded together, and exiled the Barons into the mists forever, though it cost them their lives. Leaderless, and suddenly bereft of the powerful geas which held them bound to service, the Dragonogres were hunted down whereever they fled.
But of these, a band of the youngest, brightest, most promising Dragonogres were lead to a new group of Lords, who reinstated the geas upon them in exchange for protection. Unlike the old Barons of Drephai, the new Lords were honorable and wise. The Lords morphed them to resemble mortals and put them into a torporous state until it was once again safe for them to roam the world, doing their new Lord's bidding.
The years passed and turned to decades. The once honorable Lords grew decadent and corrupt, almost to a man.
Now a new age has come and the Dragonogres are waking, finding themselves once again in the service of evil. . . .
Dragonogre is based mostly on Changeling, but takes some elements from Vampire and others as well. Dragonogres are fae who, unlike changelings, are not linked to a mortal. They were put into a torpor-like state before the Shattering, and have now found themselves to be in a completely different World of Darkness, where the real world and the Dreaming are set apart. Although they are fae, they no longer have the natural ability to see chimera, gain Glamour or use Arts, as they are no longer beings of the Dreaming, but of the real world. As a result, Banality has no effect on them.
Instead, a Dragonogre is sustained by the Powers of their Lords, granted to them for service. This power is called Stature. However, within this service is what's known as the Exchange. For the Dragonogre to gain Stature from the Lords, they must accept an exchange for a part of their soul, until they are nothing more than soulless husks which do their lord's bidding without thought.
Remembrance is how much of his own powers, past and natural heritage the Dragonogre can recall. All Dragonogres start with a Remembrance of 1. This cannot be increased with Freebies.
Remembrance costs current rating x 8 XP to increase. Be warned, however, that Remembrance has a cost. The more their power grows, the stronger the chains to their lords become. Every time one is added to Remembrance, two is added to Exchange.
As Dragonogres grows in Remembrance the more of their natural powers they rediscover, the more the limits to their powers falls away and the more of their past they can remember.
Score | Description | Powers |
* | Little or no memory | The Dragonogre's powers are extremely limited. They can only have Potence, Celerity and Fortitude at 1 max. They can only get level 1 Powers at up to 2 |
** | The Dragonogre experiences vague flashbacks and deja vu. | The Dragonogre begins the arduous discovery of the Draconis Form. At will it can grow huge claws similar to that of a dragon. (diff 6, Str+3) and its teeth start looking more and more incisor-like (Note, the later changes from increased Remembrance take place simultaneously to the claw & teeth growth until the change becomes the full Draconis form). They can get level 1 powers up to 4. |
*** | The Dragonogre begins to remember actual events and conversations which took place before he entered Torpor. | The Dragonogre grows in size when entering Draconis form, gaining approximately 1-2 feet in height and +1 Strength and Stamina. The Dragonogre also sports a tougher and more greenish cast to his skin. All level 1 powers can be taken. P/C/F up to 2 |
**** | The Dragonogre gains full knowledge of the use of the Draconis form and remembers more and more of her past life. | When entering Draconis form, the Dragonogre sprouts huge, beautiful dragon-wings some 5-6 feet tip to tip. These can be used for full flight. In Draconis, what used to be tough, greenish cast skin now turns to finely carved green scales covering most of the body. Stats are now +1 to Str, Dex and Stam. Level 2 powers can now be taken up to 3. P/C/F up to 3 |
***** | The Dragonogre can completely recall everything about his past life. | The Dragonogre, by expending one Stature, can invoke the Dragon's Ire, just as a Sidhe Knight. All Level 2 powers can be taken. |
****** | The Dragonogre is up to the mature stage when, in the time before the Shattering, would be taken to his manhood initiation. This is called the Workings, as it is at this time when the power of the ancestors work within the Dragonogre to awaken the history of his bloodline. The Workings of the ancestors stays with the Dragonogre forever, teaching him power and wisdom. | The Dragonogre can now, for the first time, truly take the Dragonogre form: (Full description, see Forms) Str +2, Sta +1. Level 3 powers can be taken up to 2. The Dragonogre gains a previously unusable knowledge, Dragonogre Lore, at 3, and can now buy this normally. P/C/F up to 4. |
******* | The Dragonogre, through both the Workings and his own experience, is introduced to the Greater Powers. Also and if not already, the Dragonogre is reintroduced to the Dreaming. | Level3 powers can be taken up to 4. In Dragonogre form, the stats are now Str +3, Sta +2, Dex +1. If not already, the Dragonogre gains Kenning 5. In Draconis form, the stats are now Str +2, Dex +2, Sta +1. |
******** | The Dragonogre continues to grow in power through the Great Powers, possibly becoming the most powerful Dragonogre of the time. The Dragonogre also spends time reintroducing himself to the ways of Glamour. | All level 3 powers can be taken. In Dragonogre form, the stats are now Str +4 Sta +3, Dex +1. The Dragonogre gains +3 Realms points distributed wherever, and +2 Arts points. P/C/F up to 5. |
********* | The Dragonogre is very possibly the greatest Dragonogre since the Shattering. | In Dragonogre form, the stats are now Str +5, Dex +2, Sta +3. There is no limit on Potence, Celerity or Fortitude. In Draconis form, the stats are now Str +2, Dex +3 Sta +2. |
********** | The Dragonogre has achieved Elder level power. Almost contemptuously, the Dragonogre tears away the chains binding her to her Lord. The Dragonogre is powerful enough to create Stature in himself. | The Dragonogre, with one night of meditation gains Stature up to 10. The use of Exchange is no longer needed. The Dragonogre is virtually a changeling in his own right, being able to see and affect the Dreaming, yet also affecting the real world in the same way simultaneously. However, the Dragonogre is no longer protected by the chains and suffers from Banality as normal. |
Originally the Dragonogres were born into Draconis form and when they came of age and were initiated to the Working, they changed into the Dragonogre form, and could transform into the Draconis at will.
Now, with the spells originally laid upon the Dragonogres before they entered their torpor, they now inhabit human forms. However, as they remember more of their heritage, they gain the ability to shift to Draconis and back again at will, and later the same as with the Dragonogre form.
Draconis is a Dragonman type of form which is somewhat more slighter and faster than the powerful Dragonogre form. However, the Draconis form is still something of a very inposing figure. In full form it is 1-2 feet taller than the original human form, ranging from 7 to 8 1/2 feet tall.
The Dragonogre is a centaur-like form, only, while the upper body is that of a large, well-muscled human (whose only non-human features are strangely colored hair and large, dragon-like claws), the lower torso is dragon-like, resembing a cross of a horse and a reptile. The Dragonogre stands a full 10-13 feet tall in this form.
When in this form the front claws can be used for attacks. Although the roll to hit is for one attack only, in terms of damage it is considered that 2 attacks either hit or miss. Diff 9, Str +4 claws aggravated.
But as time wore one, the Lords, almost to a man, were corrupted until now they are evil and power-hungry. Once again the Dragonogres find themselves in the service of evil.
Now, instead of the honorable service which was promised to them, the Dragonogres are locked in a losing struggle of Power. The Dragonogre requires the Stature given by the Lord to survive, but in doing so often gains a point of Exchange.
Exchange is a measure of how much under the control of the Lord the Dragonogre is.
If ever the Exchange is 0 then the Dragonogre has broken free of his chains and is in the service of none. This poses unique problems. Although the Dragonogre is completely free to do his hearts desires, the Lord is aware that he no longer has any control over the Dragonogre, and will often not bestow Stature.
If the Exchange reaches 10 then the Dragonogre completely and irreversibly loses his will and is nothing more than a mindless slave to the Lord.
Whenever Remembrance is gained, the character gains 2 Exchange points.
Break the power of your lord over you. Basically, if you slight your lord, then his power over you lessens. This may be secretly tampering with the objective of your mission, or giving aid to a rival lord, or entering a conspiracy to assassinate your Lord. But remember: secrecy is the key. Slighting your lord must be kept from him. If he finds out you are less than an loyal servant, he can easily deprive you of Stature or kill you outright. How much Exchange lost depends on the slight. A small offense will lose you 1 Exchange, while a major wound to your lord will countenance the loss of up to 5 Exchange. You can not fully lose all your Exchange unless your character chooses to. Remember, if all your Exchange is lost, the chain is broken and your lord will know outright.
Now, whenever the Dragonogre requires power, the Dragonogre may present himself to the Lord and, depending on the quality of the service, the Lord will choose to bestow a certain amount of Stature points upon the Dragonogre. However, if the Dragonogre seems to be making too much a nuisance of himself by presenting himself too often with little or nothing to show for it, the Lord will often choose to withold Stature from the Dragonogre.
Also, if the Dragonogre has Kenning 5 and thus is completely in tune with the Dreaming, the Dragonogre can choose to harvest Glamour as a changeling does. 1 point of Glamour gained in the normal method equals to 1 point of Stature. However, if the Dragonogre decides to use this method too often, the Lord will often notice and punish him for it.
If a Dragonogre is bereft of Stature for 3 days, then he begins to expire the same way in a rapid rate. His Draconis and Dragonogre forms simply degenerate and become decrepit until he dies some 4 days after that.
Prowess | 0-1 |
Initiative | 0-2 |
Effectiveness | 0-2 |
Favor | 0-1 |
Difficulty of mission | 0-4 |
However the Dragonogre is rated equals how much Stature is bestowed upon the him. Be warned, the fickle lords may choose to bestow little or no Stature if the Dragonogre botches something badly. For example, if a character acted favorably, showed he could fight well and achieved the objective, the ST (acting as the Lord) may decide he consistently and badly botched role-playing initiative opportunities during the game, and withold some or all Stature.
Prowess is the show of whether the Dragonogre is competent in battle or not.
Initiative rates how well the Dragonogre reacts when faced with tough situations or obstacles.
Effectiveness rates how well, if at all the Dragonogre achieved the objective set.
Favor is only given when the Character reacts in a way which is pleasurable to the Lord. For example, Favor can be given to a Character who tortures children if the Lord is a Sadist.
The Difficulty of mission is somewhat self-explanatory. This should really be on a rating of 0-1, but you can give more than this on particularly difficult missions.
However, the Kenning ability is the ability to touch the Dreaming once again.
Dragonogres are not allowed to take this ability in during creation; this includes freebies.
* | Slight Touch: The Dreaming is still unknown to the Dragonogre, but sometimes, in the presence of Changelings, chimera or freeholds, the Dragonogre experiences a chill, or a hint of a feeling of homesickness. |
** | Vague Visions: The Dragonogre sometimes and irregularly catches glimpses of true forms in the presence of Changelings or chimera. These are often passed off a delusions and or homesickness. |
*** | Appearances: The Dreaming occasionally becomes clear to the Dragonogre. However, the Dragonogre has no fae mien himself and changelings cannot see him as a fae. The Dragonogre is now firmly convinced of the existence of the Dreaming. |
**** | Ghost: The Dragonogre can see and talk to chimera and Changelings, and has a fae mien identical to his real self. However, he is like a ghost and cannot touch any fae miens or chimera. |
***** | True fae: The Dragonogre is fully materialized as a fae and can now interact and touch all chimera and changelings. He can now learn Arts and the use or Realms as a normal changeling. However, he still has no need for Glamour and uses Stature for his cantrips. |
However, there is one new Background for Dragonogres: Renown
This is how much of a combination of reputation and favor the Dragonogre has. This aids the Dragonogre in the gaining of Stature at the end of the scene. For every point of Renown the Dragonogre has, at the end of the scene or the appointed time of gaining Stature as appointed by the ST, roll one die (diff 8). Each success means the Dragonogre gains an additional point of Stature.
Dragonogre Powers are ranked by Levels. Level 1 is the simple but still useful powers taught to the children as practice. Level 2 are the more powerful powers which are the staple for adults. Level 3 is the Greater Powers which adults rarely gain more than one or two points in and only the greatest Dragonogres or Elders master.
Disciplines cost the same foe Dragonogres as for any other non-clan discipline (i.e., 10 for 1st, then current rating x 7, and uses Stature, not Blood).
For example. Parthenok is a Dragonogre with Vampyr 3. Therefore he can only learn disciplines up to 3. Parthenok wants to get Auspex. He decides to ask Lodek, whose major Discipline is Auspex, to give him blood. For every Blood Point Lodek gives Parthenok, Parthenok gains the ability to get a dot of Auspex, but not past 3, unless he raises his Vampyr, of course.
* Sniffer
This power heightens your sense of smell to an amazing degree. You can, in all but the most subtle cases, easily identify smells, familiar and unfamiliar, and with a Perception + Alertness roll can easily identify which smells belong to what exact creature or substance. You cannot, however, distinguish between two of a matching set.
Expend 1 Stature.
** Eavesdrop
You can tune your hearing to exclude all noises except a certain target. This target can be heard clearly, no matter how low he whispers. However, you can hear nothing else during this time. A gunshot could go off next to you, for all you know.
Expend 1 Stature.
*** Scope
This ability enhances your sight, giving you the ability to see as though you are looking through a telescope. You can see up to successes x 100m clearly.
Expend 1 Stature.
**** Resist Pain
This ability allows you to ignore any amount of pain, thus you can ignore any dice penalties due to wounds taken
Expend 1 Stature.
***** Hunter
By coming into physical contact with any being, you can effectively imprint a mental signal upon the person. This is unable to be detected by anyone without Auspex 2 or Sensory 5. This signal can easily be traced by the Dragonogre. The Dragonogre does not need to be in sight; he can sense it from miles away.
Expend 1 Stature. This effect lasts a scene.
Roll: Enhancement + Intelligence (diff 6).
* Impart
Impart is a limited ability to communicate with another being. Impart only allows you to communicate bare emotions, not any real words or message. Furthermore, only one person can be communicated to at a time; plus the receiver does not actually know that he is being communicated to. How many successes relates to how strongly the emotion is felt.
** Sense
Sense allows you to become a virtual telepathic radar. For each success you roll, you can sense the general distance and direction of all life forms within 50 metres x successes. On a successful Perception + Empathy roll, you can distinguish between numbers as opposed to groups, nature of life forms and even specific life forms with enough successes. It lasts up to 30 minutes. Expend 1 Stature
*** Communication
This allows full communication with another. It allows total communication, as though you were speaking normally with that being. There is no way to eavesdrop upon this conversation, unless you possess the Read Minds power. It asts up to 2 hours. This conversation can be blocked out on a successful contested Willpower roll. To communicate with more than one, you must split your dice pool in a number equal to how many you wish to communicate with. Each extra person halves the communication time. Expend 1 Stature.
**** Mental Blast
This allows you to deliver a stunning mental blow to one or more persons. This blow does one health level and gives negatives to dice pools equal to the number of successes. The dice pool can be split to affect more than one person. negative to dice pool lasts Expend 1 Stature
***** Read Minds
See Auspex 4. Expend 2 Stature.
* Surprise
This is the ability to take full advantage of the enemy's surprise at the beginning of combat. If you initiate combat, on the first initiative roll, you roll Wits + Alertness + Subterfuge.
** Lithe
Roll one additional die when you dodge.
*** Hardened
You have an additional Hurt Health Level.
**** Strength
This is equivalent to a single level of Potence.
***** Heron Wading in the Rushes
All you Jordan fans out there will understand exactly what this power is. This action must be declared before the turn of combat begins. All attempts to hit you automatically hit (no roll required, no parry or dodge, but soaks still apply). Your attack damage is doubled.
Roll: Illusion + Perception (diff 6).
* Alter
This allows you the ability to alter the appearance of yourself or another you have in contact. How many successes are scored controls how powerful the alterations can be. As a guide:
Successes | Maximum Effect |
1 | Slight alterations (change in hair color) |
2 | Slight inhuman changes (illusionary horns & tail) |
3 | Full human appearance change |
4 | Major inhuman changes (Wings & scales) |
5 | Total change (turn into hydra) |
The effects last up to a scene. Expend 1 Stature
** Mirage
This power allows you to create an illusionary object and plant it at a certain location. This object must bo exact to be convincing and often requires a certain amount of time for meditation and/or study. The number of successes determines believability (3 successes needed for solidity). The more difficult the illusion, the harder it is to make believable.
Illusion | Stature Required |
1 | Up to the double the size of a human |
2 | Up to the size of a car |
4 | Up to the size of a six story building |
8 | Larger than a six story building |
*** Hallucination
See Intoxicate power Hallucination. Expend 1 Stature
**** Invisibility
This power renders you invisible to all. You cannot be seen, heard or detected through either mechanical or magical means. Every success allows you to be invisible for 5 minutes. Expend 1 Stature
***** Doppelganger
Allows you to create an exact copy of yourself, another person or an object, one which you can control at will. This doppelganger cannot deal damage or soak, and once sustains 7 health levels, is destroyed in a silent flash of light. A doppelganger of yourself can be created immediately; for a doppelganger of anything else, you must study. The longer you study it the more accurate your copy becomes. A doppelganger of an object can be carried away and moved.
Expend 1 Stature. The effects last a scene.
* Lightning claws
The claws of Draconis form now deal aggravated damage, as they are charged with electrical power.
** Shurikens
The Dragonogre creates a 4-bladed shuriken of glowing pyschic force, approximately 3 x hand size, which can be hurled. This is an easily thrown object, and deals Strength + 4 damage.
Expend 1 Stature
*** Ensnare
The Dragonogre creates snaking tendrils of gas that curl around the victim, effectively ensnaring him and preventing him from moving. The Dragonogre rolls Dex + Magus (diff 7). The victim can make a contested strength roll to break free vs the tendrils, diff 7 to diff 6. Count the tendrils as Strength 4, Potence 1.
**** Venom
The Dragonogre develops small venom sacs within his palm. Once every third turn he can shoot forth venom, which deals 2 x Stamina dice. The victim must make a Willpower check diff 7 or is paralyzed for 5 turns
***** Drain
The Dragonogre must first grapple the victim. Once the vctim has been grappled, the Dragonogre can, with his next action attempt to drain the victim of Fortitude and Stamina. Roll a contested Magus + Stamina (for the Dragonogre) vs Willpower (for the victim) roll, diff 6. For every success the Dragonogre scores, he drains 1 point of Fortitude or Stamina, and gains a temporary Potence point (max total Potence, temporary and permanent is 10). This temporary Potence lasts the night.
Successes | Enhancement |
1 | +1 |
2-3 | +2 |
4-5 | +3 |
6+ | +4 |
All effects last for 5 turns or 30 minutes.
Roll: Enhancement + Manipulation (diff 6).
* Wide-eyed
This power enhances your Alertness. Expend 1 Stature per point, max +5.
** Tough
This power enhances your soak dice. Your soak dice pool gains extra dice equal to your successes. Expend 1 Stature per point, max +3.
*** Blooming Flower
This ability enhances your Appearance, making you more attractive to the eye. Expend 1 Stature per point, max +5.
**** Aid
This lets you use these powers on others, not just yourself.
***** The Devil's Luck
This puts extra dice in your dice pool, to be added to all dice rolls while the effect lasts. Expend 2 Stature per plus, max +3.
Roll: Psychosis + Manipulation (diff 6).
* Hatred
Through an extended conversation and explanation, you can convince someone into hating something.
The victim makes a Willpower roll, (diff 4 + number of successes scored).
Successes | Effect |
None | The victim hates this thing with a passion and will go out of his way to attempt to destroy it. |
1 | The victim is convinced and will attempt to destroy it if given the chance. |
2-3 | The victim hates the thing and will delibrately avoid this thing if possible. If not he will not trust this thing at all. |
4+ | No effect. |
** Paranoia
The victim is suddenly convinced that everyone is out to get him.
The victim makes a Willpower roll (diff 4 + number of successes scored).
Successes | Effect |
None | The victim goes mad, attacking all around him. |
1 | The victim immediately starts to try to try to make his way out of the situation. If in a conversation, he will begin making excuses to leave and try to back out, or in a gun fight, begin to make a retreat (-2 to dice pool). |
2-3 | The victim begins to give everyone suspicious looks and will refuse to trust anyone. (-1 to dice pool). |
4+ | No effect |
*** Terror
The victim is hit by a mental blast of pure fear. Everything around him suddenly seems dark, ominous and terrifyling.
The victim makes a Willpower roll (diff 4 + number of successes scored).
Successes | Effect |
None | The victim screams in pure horror and flees in a random direction. His eagerness to get away produces an often comical effect, as he often trips, rolls and leaps in an effort to speed up his escape. |
1 | The victim either stands tranfixed in horror, wide eyed and completely still, or lies down and curls up in the foetal position. |
2-3 | The victim goes wild and begins to attack. Although he still controls his actions, due to his fear he shakes and is uncertain and thus gains a -2 to hit dice pool. |
4+ | No effect. |
**** Berserk
This power drives the opponent mad with rage and fear. It's very similar to the classical frenzy, yet slightly different. When berserked, the victim will attack using only hand to hand weapons which are already in the victim's hand at the time, same as normal frenzy.
The victim makes a Willpower roll (diff 4 + number of successes scored).
Successes | Effect |
None | The victim is rendered totally mad and proceeds to attack the nearest object (car, wall, post). |
1 | The victim attacks the nearest person, be it friend or foe. |
2-3 | The victim is afflicted by the classical frenzy, and will attack the nearest enemy. |
4-6 | No effect. |
7+ | The victim overpowers the urge and successfully 'rides the wave' as per Sabbat rules. |
***** Madness
The victim is driven temporarily insane. However, the nature of the insanity is determined by the controller of the character, with the okay of the ST (the insanity must fit the character). This lasts for 24 - Willpower hours. After this the character gains a permenant derangement as per the affliction.
Roll: Morph + Manipulation (diff 6).
* Alternate
This is a set human-looking form which the Dragonogre can switch to instantaneously. While in alternate form, you cannot use any Dragonogre powers, and must switch back to original form to use any Powers or Stature.
Expend 1 Stature. The Dragonogre can maintain the form for a scene.
** Camouflage
You can, as long as you keep still, blend your appearance into the background. The effectiveness is based on what your background is, as well as how many successes scored. A blank wall is very hard to camouflage to, as opposed to a shadowy corner. One success, allows a slight change in color and texture, while six successes makes you virtually invisible.
Expend 1 Stature. The effect lasts 20 minutes x successes.
*** Humanoid Chameleon
With the direct contact with another creature, you can morph yourself to resemble the creature. The creature must be humanoid and supernaturals (Vampires, Weres changelings, etc) are not included. How exact the copy depends on how many successes is scored. Contact and Morph takes 1 minute, at least
Expend 1 Stature. It lasts one scene.
**** Animalism Chameleon
With direct contact with another creature, you can morph yourself to resemble the creature. The creature can be anything from insectoid to a giraffe. However, the more alien the form, the more difficult the roll. The more successes, the more exact the copy. Contact and morph take at least 2 minutes.
Expend 2 Stature. It lasts one scene.
***** Supernatural Chameleon
This power allows the Dragonogre to impersonate supernatural creatures. The copy is exact, tampering even with temperature, aura or even giving a Gaia or Wyrm prescence, as the case may be. The morphed one does not gain the form's strengths, weaknesses, attributes or abilities, though does gain the bonuses of different Were-creature forms. The more successes, the more exact the copy. Contact and morph takes at least 1 minute for normal humanoids, 4 minutes for wereforms and 5 minutes for changelings, as this includes a full chimerical illusion, as well.
Expend 2 Stature. It lasts one scene.
Roll Electro-Magus + Dexterity (diff 6).
* Weapon
Most warriors have a certain weapon which they favour in Dragonogre combat, but is likely entirely too large and heavy to be lugged around when in humanoid form. Admittedly, this has little to do with lightning, but is very convenient. The weapons of choice are linked to the form and appear in the waiting hands when you shift form. Remember, although the weapons appear and disappear with forms, they are still originally normal weapons and must be forged in Dragonogre size, and if broken must be replaced through mundane means.
** Battle Cry
The Dragonogre emits a horrifying banshee-like scream of defiance which echoes for miles and is followed by fierce crackles of lightning and thunder.
All who hear it must make a Willpower roll diff 4 (for Supernaturals diff 1, for Dragonogres diff -3) or flee in the opposite direction. Each acompanying Dragonogre raises the difficulty +1. (Thus you can see the effectiveness of 30 elite veteren Dragonogres on the field).
Expend 1 Stature.
*** Lightning Bolt
The Dragonogre outstretches his arms and throws a deadly lightning bolt from his fingertips. The deals (number of successes + 3) in lightning damage
**** Portal
The Dragonogre creates a gateway in which any who pass through are temporarily converted to pure lightning and transported to another location in which they are reverted to their original form.
The distance the portal can transport depends on the number of successes rolled:
Successes | Distance (miles) |
1 | 2 |
2 | 6 |
3 | 18 |
4 | 54 |
5 | 162 |
6 | 486 |
***** Body of Lightning
Equal to Vampire discipline Protean 10, only lightning, not flame.
Roll Imperial + Charisma
* Badge of Office
At will, the Dragonogre can create a flaming sword in his hand, crackling with electrical power. This power is unique to Dragonogre royalty and is almost as much a symbol of royalty as the purple of their forms. No roll is required.
The sword does Str + 6, flame/electricity damage (Diff 5).
Expend 1 Stature.
** Command
On a successful contested Willpower roll (diff 6 vs diff 8), the Dragonogre can lay a geas upon any other Dragonogre. The geased Dragonogre must be in physical contact. See Changeling, Sovereign 5.
Expend 3 Stature.
*** Mark of Death
With this power, the Dragonogre can lay upon any being a Mark of Death. This Mark of Death is a psychic mark, which, to a Dragonogre, appears as a black phoenix upon the chest of the marked one. Any Dragonogre not of royal blood must make a Willpower roll dif 8 upon seeing this or immediately attack and kill the offender with any means possible. Regardless of whether they resist or not, the Dragonogre is still honour-bound to mark them
Expend 3 Stature.
**** Bestow
This power allows for the Dragonogre to Bestow Stature upon any other Dragonogre. Each Success rolled bestows a Stature upon another Dragonogre. Unfortunately, a Dragonogre may not bestow upon himself or another of the royal Blood.
Expend 2 Stature.
***** Imperial Form
This allows the Dragonogre to assume his royal form, an immense dragon, some being from 100 to 350 feet long. When in this form, the dragon gains Str +7, Dex +4, Sta +6, Charisma +2, Appearance +3. Also, once every 3 turns, the Dragonogre can expel a fiery blast. Roll Str + Imperial + 2 Flame damage.
Roll Light + Charisma.
* Sense Deception
This allows the Dragonogre to sense falsehoods. Whether these are verbal lies or visual illusions, the Dragonogre will see through it on a successful roll. (On illusions, the more powerful illusions will require an Light + Charisma roll to see through, the more successes rolled, the more powerful an illusion can be seen through.
** Aura of the Righteous
The Dragonogre exudes an aura which works 20 feet in radius. This allows all to see in any surroundings as though in perfect sunlight. Any Vampires without prior warning are blinded for 1 turn on the initial usage.
Expend 1 Stature.
*** Heal
Both the Dragonogre and the wounded must stay still for at least one turn and be in contact. On the second turn the Dragonogre rolls Light + Stamina (diff 6) The number of successes equals how many health levels are restored to the wounded.
Expend 1 Stature.
**** Wrath of the Faithful
The Dragonogre hurls a spear of pure light, dealing damage to the poor being at the receiving end. However many successes scored are doubled and the victim takes this many aggravated damage dice. Dodging is (diff 8).
Expend 1 Stature.
***** Communion
The Dragonogre psychically links with all of his allies during battle. All allies gain +2 initiative dice and all the advantages through Prowess, Enhancement (not Potence, Fort or Cel) etc. until the end of combat. However, The Dragonogre loses 2 inits dice as he has to concentrate on the continued rapport through all his allies, and if any ally is stunned, all get a -1 to dice pool for the next turn. If any are killed, all are stunned for a turn.
Roll Shadow + Charisma.
* Deceit
This is the power to make someone totally and fully believe something you say, to the point where even if full evidence proving you wrong is presented, he would still believe you. Roll Shadow + Charisma, (target's Willpower). How many successes is scored measures how large the lie would be believed.
Successes | Extent of Untruth Believed |
1 | You could convince someone chocolate tastes bad. |
2 | You could convince someone chocolate is made from water. |
3 | You could convince someone chocolate is salty and bitter, even if she was eating it at the time. |
4 | You could convince someone chocolate exuded heat and she will sweat whenever she came too close. |
5 | You could convince someone chocolate is actually a stereo system in disguise that always played her favourite song. She would proceed to dance whenever she approached chocolate. |
6+ | You could convince someone chocolate gave off a poisonous gas and she would actually die next time she came into contact with it. |
Expend 2 Stature.
** Globe of Darkness
The Dragonogre can lower upon himself a globe of pure darkness, 20 feet radius. He can choose to lower it on a certain location or a certain object. No one except himself can see at all within the globe.
Expend 1 Stature.
*** Spear of Blasphemy
The Dragonogre hurls a ray of vile darkness, dealing damage to the poor being at the receiving end. However many successes scored are doubled and the victim takes this many aggravated damage dice. Dodging is diff 8.
Expend 1 Stature.
**** Curse
The Dragonogre, with skin contact, can lay a powerful curse upon the victim. To resist, the victim must roll a Willpower roll:
Successes | Results |
Botch | A strange, random event occurs which results in the death of the victim. |
None | A strange, random event takes place which involves the victim receiving 4 unsoakable damage levels. |
1 | The victim trips, hits his head and in a stupor decides that all enemies are friends and friends are enemies. He will proceed to perform actions as normal, but will attack friends instead. This wears off in approximately 10 minutes. |
2 | The victim cannot seem to do anything right all of the sudden. Any attempt to do anything gains a +4 difficulty (if over 10, roll anyway to see how many botches are scored [out of character knowledge so the character must continue to act regardless of the fact it probably won't work. He cannot declare to sit down and do nothing]). Duration: 10 minutes. |
3 | For some strange reason no one can fathom, all oncoming traffic and randomly dropped or hurled objects suddenly swerve straight towards the victim. Duration: 2 days. |
4 | Whenever the victim wishes to go anywhere, he and all in his company continually get hopelessly lost, even if their route is known to them. Duration: 2 days. |
5 | The victim automatically loses any semblance of charm and subtly he may have possessed. Treat him as though he has Charisma and Manipulation 0. Duration: 1 day. |
6 | The victim seems to become totally illiterate when it comes to mechanics. When he attempts to start his car, fire his guns, etc, nothing seems to work. Duration: 1 day. |
7+ | No effect. |
Expend 5 Stature.
***** Plague
With a touch, the Dragonogre can bestow an affliction of horrible proportions upon the victim. To resist, the victim must roll a Willpower roll:
Successes | Results | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Botch | The victim has 24 hours to live. After 1 hour, horrible, cancerous boils appear which burn with excrutiating pain, rendering the victim basically unable to move or communicate beyond screaming. At this time and until the body is destroyed, any within 10 feet contract the virus, 20 feet, 90% chance, 30 feet 80% chance, etc. Contracting this can be resisted with a Willpower roll diff 10. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
None | The victim has 48 hours to live. An hour after this time, the body is wracked with constant stomach cramps (-2 to dicepool). At 5 feet, all contract he virus, at 10 feet, 80%, at 15 feet, 60%, etc. Contraction can be avoided by Willpower roll (diff 9). | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | The victim contracts a fatal virus. He has 24 hours to live. Symptoms include itchiness, cold sweats, fevers and occasional weakness. Any coming within skin contact contract the disease, unless a Willpower (diff 8) is passed. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | The victim contracts a deadly form of cancer. Every morning make a Willpower roll (diff 6). If any less then 2 successes are scored, he gets a -1 to Str or Sta (ST choice) once he reaches 0 on either, he is dead. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | The victim has approximately 1 month to live. Each week he gets steadily weaker and gets a -1 to dice pool. Any transfusion of blood results in contraction. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | The victim falls into a coma for approximately a week and when he wakes up, he wakes up wounded. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5 | The victim contracts a virus in which for 24 hours is constantly dizzy and can perform no real actions properly. For 3 days after this he is randomly afflicted by the same symptoms. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
6 | The victim contracts a cold which lasts for a week. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
7 | No effect. |
Successes | Duration |
None | Permanent |
1 | A generation (30 years) |
2 | 5 years |
3 | 1 year |
4 | 3 months |
5 | 1 month |
6 | 1 week |
7+ | No effect |
Once 3 drinks of blood have been taken, they are not renewed. Another single drink is all thats required. Also, additional drinks during the blood bond is not cumulative.
Trait | Cost |
Remembrance | current level x 8 |
Potence, Fortitude or Celerity | 10 for initial and then current rating x 6 |
Level 1 Powers | 5 for initial and then current rating x 4 |
Level 2 Powers | 8 for initial and then current rating x 6 |
Level 3 Powers | 12 for initial and then current rating x 8 |
You as the Storyteller will most likely have to role-play the Dragonogre's Lord. The Lord is something of an enigma. Obscenely powerful, secretive and shadowy, the Lord can be anything to a powerful Dragonogre, to a Wraithlord, an Antediluvian or even a Fallen Angel. The Dragonogre should have little contact with the Lord aside from briefings and bestowals, but should learn more about the mysterious Lord as time progresses. Opportunities to slight his or her lord should come not that often, but every now and then. Exchange rates can gradually increase as the Dragonogre gains in power as time progresses (optional).
There are two methods of bestowing Stature. The first is given above, which is an award for a mission; the other is given before the mission, to be used during the mission. You may decide to utilize one, or the other or even both.
Remember Stature is a rare thing! Lords should give it sparingly, and never much more than is needed to complete a mission. Although I have given 20 slots for Stature, Stature should rarely exceed 10 and almost never exceed 15.
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