(Part III)
Every time the gift is used it requires a gnosis point. For those dragons who have discovered one or more of their innate gifts They can spend a gnosis point and willpower point to get a gift to work at a given time and even control it with practice. If the dragons know about the gift, the dragon can also spend a willpower point to turn off a gift that has been automatically activated. Players and GM's can also use other gifts and gift like abilities described in other White Wolf books, to use as innate dragon gifts or make up their own.
Some of the gifts require a success roll to see how effective they are. The "# " notes how dragons unaware of the gift they possess might be effected by it. GMs should feel free to make up their own effects and events experienced that result from an unknown gift. The "*" indicates the gift is the same as the garou gift listed in the Werewolf: The ApocalypseTM manual.
Allows any natural animals that can hear to understand what a dragon is saying. The dragon will not be able to understand what the animals are saying. Animals hearing the dragon still have complete free will and do what they want in reaction to what the dragon says.
# Most who are unaware that they have this skill just notice animals seem to pay attention to them more and will sometimes seem to do things in relation to what the dragon says, but of course that's just a coincidence.
Allows a dragon to make an inanimate object move in a specific way or set pattern. The object may only flex as its physical structure allows. The dragon must first move the object through its motions one time.
# Dragons unaware of this gift will find that objects they roll will sometimes continue rolling farther than they should, or if they knock something down it will fall over when they set it back up. They seem to be usually very popular on play grounds, especially when pushing swings and merry-go-rounds.
Successes | Duration |
0 | 3 seconds |
1 | 5 min |
2 | Once scene |
3 | 1 day |
4 | One story |
5+ | Permanent |
The dragon when bartering with a creature always get the better end of the deal.
# Dragons unaware of this gift will find they are usually able to secure what they need from people by just talking to them.
Successes | Effect |
0 | The dragon suffers no roll penalties when bartering or bargaining, even if its health is not up to par, or other influences are at work. |
1 | The opponent will give the dragon 2 for 1 in trade or give the dragon 2 for the cost of one or will give it to the dragon for half the price. |
2 | The opponent gives the dragon what it wants for free. |
3+ | The opponent will give the dragon double what it wanted for free. |
Causes the opponent of the dragon to not be able to flee from the combat he is engaged in with the dragon. Even if he is losing the opponent will feel compelled to continue fighting.
# Dragons unaware of this gift will not usually notice anything, but severally injured opponents they strive to defeat will continue fighting them regardless of the disadvantages against them.
Binds a non-physical spirit to an inorganic object. In order to bind the spirit it cannot already possess a physical body. Once bound the spirit empowers the object with an aspect of itself. Once free the spirit may try to avenge its capture if it was not willingly bound to the object.
# Dragons unaware of this gift will sometimes unknowingly bind a free spirit to an object, or even bind the spirits of creature they have just killed to personal objects that are in their possessions or were on the creatures' person.
Successes | Effect |
0 | 1 use or 1 hour and the spirit is free, which ever happens first. |
1 | 2 uses and the spirit is free. |
2 | 4 uses and the spirit is free. |
3 | 6 uses and the spirit is free. |
4 | The spirit is bound for 1 month. |
5 | The spirit is bound for 1 year. |
6+ | The spirit is permanently bound to the object. |
The dragon is able to block another dragon's breath weapon attack. This only works with one kind of breath weapon at a time, but it can block multiple breath attacks if they are the same type and are occurring simultaneously.
# Dragons unaware of this gift will assume they have a natural immunity to breath attacks and will not think much of it. They may even think that all dragons have such immunity.
Wild and stray animals are attracted to the dragon with this gift. They are not obligated to aid or obey the dragon, but they are not afraid of the dragon and will not attack it either.
# Dragons unaware of this gift will find all domestic animals will almost always walk right up to them and never seem unfriendly. They tend to see lots of wild animals especially birds. If they are out hunting for food they will find caching their prey easy.
Successes | Duration |
0 | 1 small bird or a few insects. |
1 | 1 small animal. |
2 | 2 - 5 small animals. |
3 | 5 - 10 small and medium animals. |
4 | 10 - 15 medium and large animals |
5+ | 25+ any animals. |
Any creature that is in a rage, in fear, delirium, or other high emotional state will become calm and docile around the dragon.
# Dragons unaware of this gift will find they are able to calm creatures down easily and that most creatures seem very relaxed around them but will not find that unusual.
Become completely invisible to all senses, beings and surveillance devices. Though the Dragon doesn't actually disappear, change shape or color, they are just ignored because they seem like they just have always belonged where they are. If a dragon brings attention to itself it will be noticed by everyone and the gift will shut off.
# Dragons unaware of this gift will find they are generally left alone when they don't want to be bothered.
Cause creatures to become enthralled and fascinated by the dragon.
# Dragons who are unaware of this gift will find that creatures are at times in awe of them; they listen intently to what they say and often pay them many compliments.
Successes | Number |
0 | One creature |
1 | 1 - 5 creatures |
2 | 5 - 10 creatures |
3 | 10 - 20 creatures |
4 | 20+ creatures |
Add a positive static electrical charge to any object, even non-conducting material and themselves. The Amperage is not usually high enough to permanently injure a creature. The object discharges when touched.
# Dragons unaware of this gift find that creatures around them get shocked regularly. especially creatures that are annoying or bothering them. They usually have many bad experiences with computer equipment failing.
Successes | Effect |
0 | Very small static bite. |
1 | Strong static charge. Can wipe a computer chip. |
2 | Light surge. Can knock out electronic equipment. |
3 | Medium surge. Can knock a creature back or stun it. |
4+ | Heavy surge. Can damage a creature 1 level and knock them out. |
Cause an individual to do a simple and immediate task if they understand the dragon giving the command.
# Dragons unaware of this gift find the creatures will sometimes obey them immediately without question of they tell them to do something.
Gives a dragon excellent balance on any surface even moving, unstable and narrow surfaces. Reduces difficulty by 1 in some combat situations.
# Dragons unaware of this gift will always to be able to stay on their claws in rough situations. They seem to have naturally exceptional balance.
With this gift dragons are able to change the temperature around them.
# Dragons unaware of this gift will find that they are comfortable no matter what climate they are in. If others complain of sudden temperature changes they will usually think its a problem with the complaining individual.
Allows a dragon to create specific elements. Works the same as the gift in the Werewolf: The ApocalypseTM manual. See Metis gift of the same name in the Werewolf: The ApocalypseTM manual for more info and gift use.
# Dragons unaware of this gift will find unusual solids, liquids and other elements laying around on surfaces, or in previously empty containers. Usually after they were wishing they had the element or were just thinking about the element.
Allows the dragon to turn a brawl attack into a death blow, which maxes out their opponents health points, if the dragon's attack succeeds and does damage. The death blow must be declared before rolling for the attack. If the attack fails or no damage is taken the dragon looses a gnosis point. If the attack succeeds and does damage, the dragon must roll a 10 on 1d10 for the death blow to succeed. The opponent does not get a chance to soak damage. If the dragon does not roll a 10 than the attack works normally and the opponent still gets to soak damage.
# Dragons unaware of this gift will sometimes feel their attacks shifted just right at the last moment. It is suggested that the GM roll a 1d10 when the dragon with the gift brawls and activate the gift on a roll of 10.
Cause an attention grabbing disturbance to occur in an area.
# Dragons unaware of this gift have many odd disturbances occur around them. Loud arguments may start; lights may go out; computers may temporally act up, etc... The event usually grabs the attention of most of those near by.
This gift causes dragons who are flying to have winds blowing in directions that make flight easy and untiring to the dragon. Swimming dragons also have currents flowing in directions that make swimming easier. Dragons with this skill usually do not need to make flight or swimming endurance checks. Dragons will also be able to make an extra die roll for each gnosis point spent for swimming and flying skills.
# Dragons unaware of this gift will find swimming and flying easier than most dragons and never have to work against bad winds and currents.
Allows a dragon to talk a being into believing anything.
Dragons unaware of this gift will find that most creatures believe them even hen don't know what they are talking about during conversations.
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Allows a dragon to remove parasite spirits from their hosts. The spirits may return to the host later if not prevented. Each success removes an additional spiritual parasite if multiple spirits control a host.
# Dragons unaware of this gift are often harassed by hosts with parasitic spirits. But the hosts will pass out after coming in contact with the dragon and act more civil and normal when they awaken.
# Dragons unaware of this gift will find that other dragons, planes, birds, etc. will sometimes lose control temporarily and drop altitude when coming towards them. They will have bad experiences when flying using other means other than their own propulsion. Projectile objects that fly at them usually fall short of hitting them, including bullets.
Allows a dragon to bypass extra armour and soaking of damage. The dragon's opponent does not get to make a soaking roll if the player rolls one or more success against a difficulty of 8.
# Dragons unaware of this gift will sometimes gain insights to their opponents during battle and know where to strike them.
Create or put out a fire and control is burn rate and direction. The fire starts out small as a normal fire and must have oxygen and combustible material to start and sustain.
# Dragons unaware of this gift find they always seem to be near by when a fire starts. They never seem to get burned much even if they find they are in the midst of one.
A dragon creates a liquid oxygenated phosphorous fire to fall from a point on the tip of the tail as it flies or moves. The fire will burn in any conditions even water.
# Dragons unaware of this gift will find that in the midst of a battle opponents and objects around them are igniting and burning. They may not realize where the fire is originating from, and believe its caused by some other force than themselves.
A dragon becomes completely feral and only uses brawl attacks. They double their brawl attacks for each initiative. They will not intentionally attack companions, but will attack any creature threatening them.
# Dragons unaware of this gift will revert to brawling when they feel very threatened in combat.
A dragon is able to influence the motions or actions of a crowd into doing a single task. The dragon can cause a crowd to move toward a specific direction or influence the crowd to perform a mass action, such as fleeing, throwing objects at a specific item or individual, or flipping over cars. Once the action is completed by the crowd they will be under their own crowd mentality and their actions may become chaotic and possibly unpredictable. Crowd mentality is the normal and usually unpredictable way a crowd acts as a whole and as individuals.
# Dragons unaware of this gift will often find that when the are in a crowd that the crowd will slowly begin to mirror in action some of the dragons thoughts or feelings.
Dragons with this gift are able to heal a variable amount of damage to themselves or other creatures by licking the wounds.
# Dragons unaware of this gift will find that wounds they attend to heal fast.
Successes | Points healed |
0 | 1 damage level |
1 | 2 damage levels |
2 | 3 damage levels |
3 | 4 damage levels |
4 | 5 damage levels |
5 | 6 damage levels |
6 | 7 damage levels |
7 | 8 damage levels |
8 | 9 damage levels |
9+ | 10 damage levels |
All dragon senses become very acute. Works the same as the gift in the Werewolf: The ApocalypseTM manual. See Lupus gift of the same name in the Werewolf: The ApocalypseTM manual for more info and gift use.
# Dragons unaware of this gift will find that their sense will improve in times of danger or when their trying to concentrate on a specific sight, sound, smell, etc...
Make a small object invisible to others. The object affected is visually unseeable to everyone except the dragon with the gift.
# Dragons unaware of this gift will notice that people around them seem clumsy and are occasionally running into things or knocking them over. Other creatures will have a tendency not to notice things the dragon is quickly trying to keep hidden.
Allows a dragon to double the damage of an attack brawl and melee for one turn. The opponent still gets a chance to soak damage.
# For dragons unaware of this gift may not notice any difference. The GM can roll 1d10 and have the gift kick in for rolls landing on a 10.
Dragons with this gift cause fear or delirium in creatures. It works the same as delirium in werewolves, only it works on werewolves, kin and other dragons.
# Dragons unaware of this gift find some creatures are afraid of them and will often try to get away as quickly as possible. Many dragons attribute it to their looks.
Some animals or insects near the dragon will obey and follow the dragon's unspoken will for a scene.
# Dragons unaware of this gift will notice that animals or insects around them accidently or intentionally do something that helps them out.
Successes | Animals |
0 | 1 |
1 | 5 |
2 | 10 |
3+ | All |
# For dragons who are unaware of this gift think their very presence will inspire others to take action; slow lines will speed up for the dragon, lazy individuals the dragon is waiting on will quickly finish their tasks. Of course this usually happens for all dragons that get annoyed with slow lackeys, but the dragon with this skill doesn't need to bear its teeth at them.
Allows the dragon to know if a creature's intent towards it is harmful, neutral or helpful.
# Dragons unaware of this gift will have intuitive feelings about creatures they meet and know weather they can trust them or not.
Allows a dragon to to concentrate on a known individual or item and see the straightest physical path to it.
# Dragons unaware of this gift will sometimes be thinking about an item or or person and faintly see a thin blurry line that is barely noticeable. If followed it will lead to the item or person.
Creatures talking to the dragon will often blabber on about anything. They will feel compelled to tell it things they would never usually tell anyone, as long as they are engaged in a conversation and don't feel they are being directly interrogated about a specific subject.
# Dragons unaware of this gift will find that most creatures are completely canned and comfortable with them when chatting.
Allows the dragon to get away from any pursuers. Any pursuers chasing the dragon will be come confused as to exactly where the dragon went. All tracking methods will become confused.
# Dragons unaware of this gift have a hard time leading creatures to specific places. Parties they are leading always seem to have a hard time following. Dragons find they can easily slip away from things that annoy them.
Cause 1 creature to acquire a unique mental problem. she may think she hears phone ringing and when she answers the nearest phone someone is telling her to do things; she may think it's dark out even in broad daylight, or even that someone keeps moving an object around that she owns. The GM can choose the mental instability if the dragon is unaware of this gift.
# Dragons unaware of of this gift will meet and know a lot of unusual and seemingly unstable creatures.
Successes | Duration |
1 | 5 min |
2 | Once scene |
3 | 1 day |
4 | One story |
5+ | Permanent |
Allows a dragon to block any single mental invasion: magick, vristral or conventional.
# Dragons unaware of this gift have an odd feeling as if they are being watched when something invades their minds. They feel as if they are dodging or repelling theses invader's eyes and may seem very paranoid to other creatures around them.
Dragons with this ability can change their forms. They do not naturally gain the knowledge to use the physical abilities the form allows for. They must be learned.
# Dragons who are unaware of this gift in stressful and life threatening situations may monetarily and partially morph into a helpful physical change. But they will usually not realize they have done so.
Allows a dragon to open portals and locks. Works the same as the gift in the Werewolf: The ApocalypseTM manual. See Ragabash gift of the same name in the Werewolf: The ApocalypseTM manual for more info and gift use.
# Dragons unaware of this gift will find that most doors and locks are usually not locked, or pop open if the wiggle them a little.
Allows a dragon to roar and paralyze with shock one or more creature.
# Dragon unaware of this gift will find that sometimes when they roar in rage one or more creatures in the room freezes in shock. The GM can make the targets completely random if the dragon is unaware of this gift.
Successes | Effect |
0 | Paralyze 1 creature 1 turn |
1 | Paralyze 1 creature 1 scene |
2 | Paralyze 2 creatures 1 scene |
3 | Paralyze 5 creatures 1 scene |
4 | Paralyze 10 creatures 1 scene |
5+ | Paralyze all creatures near by for 1 scene |
Allows a dragon to break up a single fight between two or more individuals. Both parties will instantly stop fighting and move away feeling as if some sort of unspoken resolution as occurred.
# Dragons unaware of this gift and their opponents will often stop fighting shortly after the fight begins. They will feel there is an unspoken agreement between them and their opponents. If they are near others who are quarreling the fight will stop shortly after they arrive.
# Dragons unaware of this gift may get caught up in past experiences while recalling past events and be oblivious to any event in the present for short periods of time. They have very good recall of any event and can even recall quickly glimpsed documents in detail.
Allows a dragon to shift its vision remotely without having to be there in person. The dragon can move its sight through solid objects but still requires light to see. The remote sight only moves at the dragon's normal movement speed and must also return back back to the location of the dragon's physical body for the dragon to once again see normally. While using this gift the dragon can only see through its remote eyes.
# Dragons unaware of this gift will sometimes have out of body experiences, usually when they have a great longing to see something they can't physically look at.
The dragon is able to change the color of an object.
# Dragons unaware of this gift will always seem to be able to find items in just the right colors they are looking for.
Allows a dragon to gain one point of quintessence, willpower, pride, and health for every point of gnosis spent. Takes 1 hour of uninterrupted meditation per gnosis. If the meditation is interrupted the dragon looses a gnosis and doesn't gain renewal in the other stats.
# Dragons unaware of this gift will often go into a daze for an hour or more when quintessence, willpower, pride, or health becomes low.
# Dragons unaware of this gift find that they will sometimes become numb to pain, while they are still aware of their injuries.
This allows a dragon to change its size one step up or down the size scale.
# Dragons unaware of this gift can often squeeze through tight areas. They may also notice that they sometimes grow or shrink a few inches over night.
Brings a small item back to its former glory. This does not refill empty objects with physically missing components.
# Dragons unaware of this gift will find that old items around their lairs and persons, such as coins, knives, calculators, batteries, etc..., become shiny and new as if they just came from the factory.
Causes a creature touched to lose willpower.
# Dragons unaware of this gift find that creatures around them occasionally become tired and unresponsive. Other dragons will sometimes go into deep sleep around them.
Successes | Effect |
1 - 2 | 1 point willpower drained. |
3 | 2 points willpower drained. |
4 | 2 points willpower drained, renew 1 willpower. |
5 | 3 points willpower drained, renew 1 willpower. |
6+ | Drain all willpower, gain 1 permanent willpower. |
Since a being(s) with in the nearby area. This includes all beings: vampires, werewolves, spirits, humans etc, but the gift doesn't differentiate between them and the dragon only knows that something is there. If it is trying to sense only a specific type of being and trying to ignore others the dragon must roll Perception + Magick Dif: 8.
# Dragons unaware of this gift hardly ever get snuck up on and get uncanny feelings when beings are near by.
Dragons are able to sense large pools of quintessence and quintessence in objects. They can also tell when magick is being actively used.
# Dragons unaware of the gift will see brief flashes of various colors when quintessence and magick are being used.
The dragon is able to sense inconsistences between the umbral plane and the physical plane in the area they are in. Events that occur in the umbra are not always in sync with the physical plane and sometimes take time to mirror changes.
# Dragons unaware of the gift will feel a "wrongness" in the area they are in. They will have feeling that some things should be different but not always be able to pin it down the problem. Even minor differences may throw them off.
Allows a dragon to form images that remains for a given time or until the light source is extinguished. The image has no physical substance and is only as good as its light source. An image created by campfire light will flicker with the fire; images created with indoor light will have a slight yellow tinge; images created with red light will be red in color; images with fluorescent lights may flicker. If a complex shape is being sculpted a dragon may have to make a normal roll on design/construction.
# Dragons unaware of this gift will sometimes see abstract images of what they were thinking about a few moments before floating before them.
Successes | Duration |
0 | 3 seconds |
1 | 5 min |
2 | Once scene |
3 | 1 day |
4 | One story |
5+ | Permanent |
Allows a dragon to shape a liquid as if it were clay. The liquid hardens and remains that way for a given time. If a complex shape is being molded a dragon may have to make a normal roll on design/construction.
# Dragons unaware of this gift usually win water fights.
Successes | Duration |
0 | 3 seconds |
1 | 5 min |
2 | Once scene |
3 | 1 day |
4 | One story |
5+ | Permanent |
# Dragons unaware of this gift will find that objects they pick up are sometimes malleable like clay and they are able to sculpt them.
Successes | Duration |
0 | 3 seconds |
1 | 5 min |
2 | Once scene |
3 | 1 day |
4 | One story |
5+ | Permanent |
# Dragons unaware of this gift find that in combat they are able to slip out of any holds placed on them.
Allows a dragon to make any two solid objects stick to each other at one point, regardless of the surface or texture. Objects stuck together have to be broken apart.
# Dragons unaware of this gift find that fixing shattered objects is a cinch. They often win glass & bowling ball stacking contests.
Allows the dragon to cause all Physical damage and feeling of one creature to happen to another creature. This only last for one scene. The dragon must touch both creatures.
# Dragons unaware of this gift find that for a short time pain and injury don't affect them or another creature that is near them. They may however hear someone yell when they or other creatures bumps their heads.
Allows the dragon to cause the weather to quickly change to rain. The dragon will have control and influence over its elements.
# Dragons unaware of this gift find that it seems to rain around them a lot, usually when they are in a foul mood or longing for the pitter patter of rain or even is someone is bothering them. The storm itself never seems to be physically uncomfortable to them or turbulent directly around them. If they are daydreaming the rain will sometimes seem to dance with their thoughts. They may jokingly think they are cursed by storms.
Successes | Duration |
0 | Brief sprinkle 1 minute |
1 | Light rain and wind 1/2 hour |
2 | Light rain heavy wind 1 hour |
3 | Heavy rain and wind 1 hour |
4 | Heavy rain wind and lighting 2 hours |
5+ | Large hail hurricane winds lighting 4 hours+ |
Allows a dragon to summon a human that is sympathetic to the dragon's cause, if available. This does not mean the human will be friendly towards the dragon or even unafraid of them. Merely the human will want to achieve the same goals as the dragon.
# Dragons unaware of this gift run into many people who have the same goals as them. Even spur of the moment small things such as trying to find cup of Anglmar Butterscotch Mocha in the early morning.
After the dragon reaches the incapacitated point with injuries instead of becoming unconscious, it will temporarily receive 10 more health levels and go into a frenzy and attack and damage anything in their attempts to escape. Even after it removed itself from its attackers it will continue to flee until a hidden and safe place is found. It will then fall into a deep sleep that heals 1 point of damage a day beginning with the extended damage levels. It will not wake until completely healed.
# Dragons unaware of this gift will awaken when healed and not know exactly where they are. They will only remember parts of the incident leading up to their resting place, and then only as a blur.
# Dragons unaware of the gift may hear occasional whispers and voices.
A dragon is able to transfer gnosis from one creature to another. If the creature type does not have gnosis the creature's corresponding power can be used in place of it. Example: Vampire to dragon, blood would be transfered to gnosis. The process could also be reversed. Unwilling creatures roll stamina + willpower vs the dragons stamina + willpower Dif: 6 to see if the dragon is successful in transfering gnosis. Creatures must be touched for the transfer to occur.
# Dragons unaware of this gift will sometimes unknowingly draw gnosis from other creatures to themselves if they are low on gnosis.
Successes | Effect |
0 | 1 |
1 | 2 |
2 | 3 |
3 | 4 |
4 | 5 |
5 | 6 |
6+ | All Gnosis |
A dragon can tell if a creature is speaking the truth or not.
# Dragons unaware of the gift will have an instinctual feeling when someone is lying to them.
# Dragons unaware of this gift will move to the umbra when fleeing danger. They won't necessarily know where they've gone or how they got there, and will move back to the physical plane after 5 to 60 minutes or if in danger.
Looking into glass or a reflective surface a dragon can see into the umbra at the current place that they are looking.
# Dragons unaware of this gift may glance at a window or reflective surface and see a ghostly surreal version of the world, with unusual creatures wondering about.
Dragons using a dusting attack create increased dust over an area that will cause creatures to be blinded, sleep or be paralyzed.
# Dragons unaware of this gift will find that their dusting attacks performed on opponents are very effective.
Dragons can partially understand any creature with vocalizations. The dragon can not speak back to the creature speaking and they do not actually understand the words spoken; they just get a vague intuitive idea of what the creature is trying to convey.
# Dragons unaware of this gift will just seem to have odd feeling they know what the speaking creature is trying to convey but consider it a guess or just an unusual intuition.
Allows a dragon to imitate any sound or vocal pattern, even if it has only heard it once.
# Dragons unaware of this gift will just think they are naturally talented at imitating voices.
Allows a dragon to ignore all forces that may incapacitate them, to achieve a single immediate goal. This includes, magick, gasses, poisons, unconsciousness, death , etc... Difficulty of the goal may be raised if the dragon is severely disabled. Damage can still be taken.
# Dragons unaware of this gift find that they are able to set their mind on one goal and accomplish it. Such as a dragon may land safely before before falling asleep if they are flying.