By Miguel Valdespino (miguval@aol.com)
"At least it's not another Highlander."
This is the fifth set of rules that I know about. However, none of them appealed to me. Not that the others were bad rules, but most seemed to be excessive in one way or another and were out of balance with starting characters from other games. I wanted a game where the dragons were flexible and could grow to become the awesome power we all think of, but that started at a level comparable to other WOD supernaturals.
I have always loved the elemental forces and it fits in with my idea of dragons as primal forces still bound by mythic reality. Next the need to balance might with the demands of static reality brought the idea of dragons bound by mundane forms. Finally the World of Darkness brought the concept of the Elder Dragons and the Journeys of their children.
I encourage comments and thoughtful criticism. My current email addresses are miguval@aol.com and miguel.valdespino@frco.com, but like most email addresses they will probably change over time. I will also be posting this at http://members.aol.com/miguval/, but that is also not eternal. I am usually too busy to follow the White Wolf newsgroups, so please feel free to send comments to me directly.
Wrapped in a joy so natural it almost burned, it took Rachel a while to realize that she wasn't drowning. Hours later, she noticed the webs on her fingers and toes and the green tint of her skin. Feeling truly alive for the first time in her life, she knew her old life was gone forever . . .
The first hatchlings of the new dragons are now maturing. Will they be able to bring down the Age of Reason? Or will they rebel, rejecting the wars of the old hidebound serpents and make their own way into the World of Darkness?
System: You start with three dots in Form and three dots to split between Form and Elemental Paths. You also begin with a dot in Garou Lore (or other Changing Breed, as appropriate), but cannot take technologically oriented abilities.
System: You begin with three dots in Elemental Paths and three dots to split between Form and further Paths.. You also suffer from (or revel in) a minor derangement and have a dot in Marauder Lore.
System: You begin with three dots in Elemental Paths and three dots to split between Form and further Paths. You also gain a dot in Mage Lore, but cannot take technologically oriented abilities.
System: You begin with three dots in Elemental Paths and three dots to split between Form and further Paths. You also gain a dot in Mage Lore, but cannot take combat abilities to start.
System: You have five dots to split between Form and Elemental Paths. In addition, you are enchanted with one dot in Faerie Lore. Enchanted dragons always have all of their form attributes in the Dreaming, which occasionally causes misunderstandings with Sidhe knights. You can learn cantrips, but a faerie must provide you the Glamour.
System: You have seven dots to spend on Form and Elemental Paths. You also get a dot in Dragon Lore, but you cannot spend any freebie points on mundane choices. You are also limited to a maximum of one dot in any ability linked to the mundane world (driving, firearms, technology, etc.).
System: You have only four points to spend on Form or Elemental Paths (max 2 dots in any single choice) and can only spend freebie points on supernatural choices with Storyteller approval. However, you get 21 freebie points to spend.
Why are Glass Walkers and Bone Gnawers disallowed? Because the Walkers can't accept a return to the Mythic Age, and the Bone Gnawers are in no condition to take in a foundling. Why are the Dreamspeakers and Verbena the only traditions allowed? They are the only traditions whose idea of Ascension is compatible with the Mythic Age. Also, the Dreamspeakers are the only group to spend a lot of time in the Deep Umbra. In addition, most other mages immediately think Marauder when they think about dragons.
As with anything, if you want to go outside of these guidelines, make up a plausible story for the Storyteller. If it's good enough, they'll probably go for it. They may impose certain restrictions, but that's what you get for trying something new.
New Skill: Breath
This is the skill used to target Elemental Paths.
Possessed by: Dragons.
Specialties: Specific Path abilities, called shots.
For each dot in Form, a dragon can spread three dots among any of the attributes below. No single attribute can exceed five bonus dots. The choice of attributes may not be changed, but different attributes can be chosen when the dragon increases her Form. Form has a maximum of eight, but starting characters are limited to four points.
The Form attributes and their effects are:
Add about 10% length per dot. +1 to Dex for every dot. Your tail also grows as you use this attribute.
+1 to Str per dot.
+1 to Sta per dot. Resilience can soak aggravated damage from everything but your opposed element.
+1 Health Level per dot. Added Health Levels are bruised. The dragon retains the same number of Health Levels of damage when changing either way.
+1 in hand to hand damage per dot. Causes aggravated damage. -1 to fine manipulation of fragile objects per two dots. Fragile being a term relative to Muscle, Claws, and Size.
Gains their primary element's movement as below:
Form attributes (and some merits and flaws) can be combined to make just about any dragon you can imagine. For example:
Changing forms is usually a slow but natural process; it is a free action that does not penalize other actions taken in the round. At the end of each turn, the dragon gains three points from the Form attributes previously chosen. No attribute can be raised more than one point per turn. Occasionally, this will mean a dragon may not be able to spend all three points because its remaining unchosen levels are in one or two Form attributes. This is the cost of specialization.
Dragons can change forms faster, but this is a painful and difficult process. Each turn the dragon rolls Willpower. With one success it can transform at double speed (six points, up to two in each Form attribute). On three successes, it transforms at triple speed. With five successes it transform completely. It can take no other action while transforming, and takes a -2 penalty for the next two actions due to the pain.
Dragons can stay in dracoform for one scene. After that, they must spend one temporary point of their primary Element per scene or take a point of aggravated damage. Dragons can stay in dracoform indefinitely when they are in their pure element (and usually need to be in dracoform to survive).
In addition, dragons have difficulty maintaining dracoform in the presence of mundanes. When in sight of mundanes, they must roll their primary Element versus a base difficulty of six every other turn. Modifiers are as follows:
1-5 people: -1
6-10 people: 0
10-15 people: +1
15-20 people: +2
Form is also used to heal normal damage. A dragon can roll Form + Stamina (not including resilience bonus) versus a difficulty of eight. Each success heals one point of non-aggravated damage. This takes fifteen minutes per point healed. Aggravated damage can only be healed by spending Element points or by being in their pure element.
Their connections to their elements gives dragons a sense when something or someone is elementally-linked. This lets them detect other dragons as well as elementals, caerns, nodes and artifacts that are elemental in nature. The player rolls Perception plus their primary element vs. 11 - the rating of the target. A dragon's rating is its primary Element rating, an elemental's is its gnosis rating, and all others use their rating.
A dragon's greatest vulnerability is its opposed element. Earth opposes Air and fire opposes water. Damage from the opposing element is aggravated. Dragons must make Willpower checks to face a large concentration of their opposed element. The element opposed to a dragon's secondary element makes it uncomfortable, but not so much that it has to roll. On the other hand, damage from a dragon's primary element is never aggravated and can be soaked at a difficulty of five.
Examples of Elemental attacks: Air: choking gases, winds, lightning; Earth stone, sand, lava; Fire: flame, lava, smoke; Water: water, ice, steam.
Earth: Earth dragons are focused on the physical world. Physical attributes are usually primary. They tend to be practical, reliable and loyal. They are not the quickest mentally, but they make up for that with good solid common sense. The other side of their stability is that when they get stubborn they are as hard to move as a mountain. Earth dragons get an additional specialty in Strength, Stamina, and Appearance. They also have a -1 difficulty when constructing anything durable.
Fire: Fire dragons are all action. Any set of attributes can be primary; they can do most things well, as long as they can jump in and just do them. They live fast, die young, and leave only a pile of ashes behind. Contemplation is not their strong spot, but gut instinct is their very nature. Fire is hard to control, just like the temper of a fire dragon. Fire dragons get an additional specialty in Dexterity, Manipulation, and Wits. Fire dragons get a +1 to all initiative rolls.
Water: Water dragons are concerned with emotions. Social attributes are usually primary. They tend to be caring, warm and open. Their reactions are not the fastest, but their intuition is incredibly accurate. On the other hand, water dragons have a tendency to become too attached, and are often hurt by this. Water dragons get an additional specialty in Charisma, Appearance, and Perception. Water dragons get a -1 difficulty to all rolls about reading another's moods.
Fire dragons have a hard time finding natural fire, so they must often make it themselves. They still need to find a secluded spot and the dragon must make a bonfire large enough to surround them in dracoform. Forest fires also meet this ideal as long as the dragon stays away from firefighters. Lava is also acceptable for dragons who have earth as their secondary element.
Temporary Element points are usually recovered by spending time in the dragon's pure element, but can also be taken from caerns and nodes that are strongly dedicated to that element. Albeit at the risk of offending the owner.
** Shape the Winds: By making an Air roll and spending a point of Air, the dragon can stir winds nearby. These winds have STR equal to one-half the number of successes and will blow loose objects around. The dragon can control the general direction only. These winds last for three turns per success. This may be added or subtracted to the strength of existing winds. While the winds are blowing, The dragon can roll Dex + Breath to deflect missiles per the table below:
Type of Missile | Difficulty |
Arrows | 6 |
Thrown objects (<10lbs.) | 7 |
spears | 7 |
Knives | 8 |
Thrown objects (up to 50 lbs.) | 9 |
Bullets | 10 |
Dragons that possess this Path never suffer movement penalties due to strong winds.
*** Slicing Winds: By making an Air roll and spending a point of Air, the dragon can breathe winds with enough force to damage a target. This does one die damage per success, and is targeted with Dex + Breath. Range is 5 yards per success. This damage is not aggravated except against Earth dragons. This effect can also be used to create 1 cubic foot of pure air per success with or without causing damage. A dragon with this ability can breathe in any environment.
**** Thunderbreath: By making an Air roll and spending two points of Air, the dragon can breathe a bolt of lightning. This does the dragons Air rating plus successes in aggravated damage, and is targeted with Dex + Breath. Range is 15 yards per success. This effect can also be used to short out electrical devices, etc.
***** Become the Wind: By spending three points of Air, the dragon can transform himself into air. The dragon becomes immune to physical attacks and can move through the smallest spaces. However, it cannot affect physical objects except through the Path of Air. The dragon can use Shape the Winds at no cost. This effect lasts for one scene.
** Shape the Stone: By making an Earth roll and spending a point of Earth, the dragon can mold earth and stone. This allows a dragon to shape one cubic foot per success as if it were soft clay. The material regains its normal properties once the dragon is done. Concrete, worked metal, or other man-made materials increase the difficulty to 9. At this level, two additional passive effects are gained: the dragon may burrow without leaving a tunnel behind and the dragon need not worry about breathing while surrounded by natural earth or stone.
*** Breath of Stone: By making an Earth roll and spending a point of Earth, the dragon can breathe a hail of small stones. This does one die damage per success, and is targeted with Dex + Breath. Range is 5 yards per success. This damage is not aggravated except against Air dragons. This effect can also be used to create 1 cubic foot of stone for every two successes (or 1 cubic foot of earth per success) with or without causing damage.
**** Petrify: By making an Earth roll and spending two points of Earth, the dragon can breathe a bolt of petrifying force. This does the dragon's Earth rating plus successes in aggravated damage, and is targeted with Dex + Breath. Range is 15 yards per success. Anything completely destroyed by this power turns to stone. Lesser damage can be healed like normal aggravated damage.
***** Become the Stone: By spending three points of Earth, the dragon can transform himself into stone. The dragon gains three points of armor, and three points of Strength, but loses two points of Dexterity. This effect lasts for one scene.
** Shape the Flame: By making a Fire roll and spending a point of Fire, the dragon can shape and control fire. This allows a dragon to shape one cubic foot per success. The dragon can cause the fire to move, grow or weaken, but the fire is still natural; it must have fuel, oxygen and heat to continue. Dragons with this Path take no damage from moving through natural fire and suffer no effects from breathing normal smoke.
*** Breath of Flame: By making a Fire roll and spending a point of Fire, the dragon can breathe Fire. This does one die damage per success, and is targeted with Dex + Breath. Range is 5 yards per success. This damage is not aggravated except against Water dragons. This effect can also be used to ignite fire of up to 1 cubic for every two successes with or without causing damage.
**** Inferno: By making a Fire roll and spending two points of Fire, the dragon can breathe a blast of intense fire. This does the dragon's Fire rating plus successes in aggravated damage, and is targeted with Dex + Breath. Range is 15 yards per success. This will ignite flammable materials.
***** Become the Flame: By spending three points of Fire, the dragon can transform himself into Flame. The dragon does his Fire rating divided by two in fire damage to anything he touches. The dragon takes only one wound (non-soakable) every time he is attacked physically. The dragon cannot affect anything physically except by burning it.
** Shape the Waves: By making a Water roll and spending a point of Water, the dragon can move water. This allows a dragon to shape one cubic foot per success. The water can be moved through the air and shaped, but regains its normal properties once the dragon is done. The dragon may instead choose to transform on cubic foot of water to vapor or ice. At this level the dragon need not worry about breathing while in the water.
*** Breath of Water: By making a Water roll and spending a point of Water, the dragon can breathe a blast of water. This does one die damage per success, and is targeted with Dex + Breath. Range is 5 yards per success. This damage is not aggravated except against Fire dragons. This effect can also be used to create 1 cubic foot of pure water for every success with or without causing damage.
**** Frostbite: By making a Water roll and spending two points of Water, the dragon can breathe a blast of frost. This does the dragon's Water rating plus successes in aggravated damage, and is targeted with Dex + Breath. Range is 15 yards per success. This will freeze objects subject to cold.
***** Become the Water: By spending three points of Water, the dragon can transform himself into Water. The dragon takes only one point of non-soakable damage from physical attacks and can move through the smallest spaces. However, it can only use one half of its normal Strength. This effect lasts for one scene.
* Speech of the Spirit: At this level, the dragon can speak to all of the classic elemental spirits. At this point the character has no ability to influence a controlled elemental and can only influence a free elemental with words. Characters get a reaction bonus from the elemental for having a rating in the elemental's element, or a penalty for having a rating in an opposed element. If the element is primary, give a bonus or penalty equal to the rating divided by two. If the element is secondary, use the rating divided by three.
** Spirit Servitor: The dragon next learns to command elementals. The dragon rolls his element rating vs. the Rage of a free elemental or the Willpower of the controller of a controlled elemental. Free elementals will be under the control of the dragon for one scene. Controlled elementals will be under the command of the dragon for one turn per success. A dragon may then spend one element point to gain control of the elemental for one scene. Elementals will do tasks within their abilities. Roll for the elemental's reaction as above to see how willingly they serve.
*** Summon the Spirit: By rolling its primary Element versus a difficulty of the local Gauntlet + 1 the dragon can summon an elemental of its primary element. If an elemental is present the summoning takes from five to thirty minutes. If the Storyteller decides there is no elemental present, this path will not succeed. For every point of Element spent, the elemental has five points to split between Rage, Gnosis, and Willpower. The spirit is friendly and will obey the dragon for one scene. After that scene, the elemental will depart unless convinced by the dragon.
**** Spiritfollow: The dragon then learns to return to the Umbra by hitching a ride with an elemental. After calling an elemental, a dragon can make an Element roll versus the local Gauntlet and spend a point of its primary Element to cross into the Umbra. The elemental also returns to the Umbra and is freed from service.
***** Spiritforge: By rolling its primary Element versus a difficulty of the local gauntlet +5 the dragon can create an elemental. The summoning takes an hour for every temporary element point spent. For every temporary element point spent, the elemental has three points to split between Rage, Gnosis, and Willpower. The spirit is friendly and will always obey the dragon unless abused. The elemental will also stay close by in the Umbra and can be easily summoned. Other supernaturals who attempt to summon a spirit nearby may summon the elemental. The dragon may fight for control of the elemental by a contest of Willpower with the summoner or by spending a temporary Element point.
Some guidelines:
Allies: Dragons often have one or more allies from their journey.
Arcane: Dragons may freely be Arcane. In fact this is encouraged for dragons with the elder dragon journey.
Avatar: No. Dragons cannot Awaken. Ever.
Chimera, Fetish, Talisman, Treasure: These may be taken by dragons with the appropriate journey. Note that other Fae, Mages or Garou may resent a dragon who possesses an artifact from their people and try to get it back.
Destiny: At the Storyteller's discretion, dragons may have a destiny.
Dream: Dragons do not have the connection to the Universal Unconscious, and therefore cannot take Dream.
Influence: Mages are the masters of subtlety. Dragons are primal forces of nature. Dragons just don't have the knack for this.
Kinfolk: There are no dragon kinfolk. This can be taken by those with the Garou journey, to represent contacts among the garou kin.
Library: Because dragon paths aren't recorded, dragons get no benefit from an arcane library, but they can have a library to assist in Mundane research.
Mentor: Because of the difficulty of dragons communicating through the Umbra, the mentor will usually be of the dragon's journey.
Node: The node is assumed to be an elementally charged location and can be used as a source of pure element if there is nobody within half a mile. Dragons may collect the qQuintessence as elementally-charged tass. Also, remember nodes will draw the attention of many of the other denizens of the World of Darkness.
Past Life: Dragons do not have past lives.
Pure Breed: Not allowed. By definition, character dragons are watered-down versions of the elder dragons.
Remembrance: Dragons are not Fae and have no remembrance.
Rites: Rituals may be learned by dragons with the Garou journey. Especially useful is the rite of Talisman Dedication.
Totem: If a dragon joins a garou pack, it may contribute to the pack totem.
Trait | Cost |
Attribute | Current x 4 |
New Ability | 3 |
Ability | Current x 2 |
Form | Current x 4 |
New Elemental Path | 4 |
Elemental Path | Current x 4 |
New Secondary Element Rating | 3 |
Element Rating | Current x 3 |
New Rage | 5 |
Rage | Current x 4 |
Willpower | Current x 2 |
Choose an appropriate Nature and Demeanor from any World of Darkness book.
Dragons have 15 freebie points (except Mundanes - see Journey) which can be spent as follows: Form: 7, Element Paths: 7, Attributes: 5, Abilities: 2, Willpower: 1, Element ratings: 1, Merits and Flaws: varies. Dragons may also purchase the numina of True Faith, Psychic Ability and Hedge Magic at a cost of seven per dot for the first numina and fourteen per dot of the second.
In dragon form you have no forelimbs. They shorten by 20% and lose one dot of Str for each turn spent in transformation. When they reach 0 Str or 0% length, they disappear completely.
You have no arms in humanform and no forelimbs in dracoform. Bummer.
In dragon form you have no limbs. They shorten by 20% and lose one dot of Str for each turn spent in transformation. When they reach 0 Str or 0% length, they disappear completely. To compensate, you get a free extra dot in Sinuosity, can add two levels of Sinuosity per turn of transformation and Sinuosity increases length by 20%. The bonus Sinuosity dot can exceed the dragon's form rating, and raises the maximum Sinuosity to six. This flaw is only worth three points to water dragons.
Allowed on Storyteller's approval only! You have no limbs in either Form. You do get the Sinuosity benefit listed above. Major Bummer.
You naturally transform at double speed. When quickly transforming, you get one automatic success.
You have two-primary Elements. You cannot choose opposed Elements. You gain the strengths of both, but suffer the weaknesses of both. Your personality is affected by both Elements, which sometimes causes you to feel torn between two worlds. The form attribute of Wing must be purchased separately for each movement mode.
You have multiple heads in dracoform (no, you cannot take this for humanform). You may take an action with each head, but only one head may control the body. The player may decide at creation which head controls the body. The heads that don't control the body have four health levels: Ok, -1, -3, -5, dead. Each head must be affected separately with mental powers. Storytellers's may veto this power if they think it will be too silly for their campaign.
As for now there are too few dragons to develop a society of their own. Only about twenty-five exist and they are all less than a quarter century old. A few have stayed with their "adoptive families", but most have left for one reason or another.
Some elder dragons have their doubts about the new breed. They feel that they are too human and will adapt to the world rather than try to change it.
2The World of Darkness is a high school. Mages are the academic nerds. Fairies are the drama club. Garou are the jocks. Vampires are the snobby rich kids, and the Wraith is the kid who kills himself in the middle of the school year.