(Part IV)
Dexterity + Firearms | For dragon using firearms & projectile weapons. |
Dexterity + Melee | For dragon using melee weapons. |
Attribute + Brawl | For dragon using brawling talents. |
Attribute + Fly | For dragon brawling in aerial combat. |
Breath: Hit Roll: Dex + Breath Damage: Stamina + Breath & special # Actions: 1 Dif: Var A breath weapon is a special attack that can only be used if the attacker has breath weapon talent. Breath does damage noted above plus it may cause additional effects depending on the type of breath weapon. An example would be, fire breath would cause the opponent it continue to burn if flammable unless action was taken, electric or lightning breath would damage any sensitive technical equipment on the opponents person or near by, etc... Difficulty is determined by the GM.
Clamping bite: Hit Roll: Special Damage: Str # Actions:1 Dif: 6 The dragon must pit its strength vs its opponent's strength Dif: 6. If the dragon's successes are greater than the opponents then the bite can be held and the attacker can be controlled. The clamping bite can be turned into a vicious shake using a difficulty of 7 instead of 8 the next round and every round after that the opponent is still held. The opponent may make a strength vs dragons strength test every round to attempt to get free Dif: 6.
Claws: Hit Roll: Dex + Brawl Damage:Brawl+1 # Actions: 2 Dif: 6
Dusting: Hit Roll: Str + Brawl Damage:N/A # Actions: 1 Dif: Var The dragon uses its wings to blow up fine dirt and dust to blind opponents. The difficulty depends upon the terrain and particulate matter of the area. This attack will not work if there is no fine particulate matter around. All creatures directly in front of the dragon will be blinded for the first round and any rounds after the attack, until they roll a success using their perception starting at a difficulty of 7. The difficulty will go down by one each round. The opponent may roll each round after the attack to try and clear their sight. This attack can be used in aerial combat if opponents are on the ground.
Horn attack: Hit Roll: Dex + Brawl Damage:N/A # Actions:N/A Dif: N/A An Attacker may use their horns as melee weapons, but all attacks and parries are executed with brawl instead of melee.
Weapon: Horn Initiative: +3 Accuracy: +2 Parry: +1 Damage: Strength+4 Conceal: N
Roaring Intimidation Defence: Hit Roll: Com + Brawl Damage:N/A # Actions:1 Dif: 7 You may fend off multiple personal attacks by posturing and roaring. If you succeed all the attackers lose their attack for that initiative.
Roll: Hit Roll: Dex + Brawl Damage: Size + 2 # Actions:1 Dif: 7 The attacker rolls upon the opponent crushing and pinning the opponent to the ground. The opponent may make a strength vs attackers size Dif: 6 each round in order to try to get free. For the time that it is pinned, it is immobilized and can do nothing. For each round the opponent remains pinned it takes Size + 1 worth of crushing damage.
Squeeze: Hit Roll: Dex + Brawl Damage: special # Actions:1 Dif: 9 The dragon uses its tail, wings, arms and legs to crush and squeeze the the life out of its opponent. The opponent must roll each round using just its stamina to avoid damage. The difficulty is equivalent to 10 minus its stamina. It takes one damage one level of health damage for each round it fails. It does not get to try and soak damage. For every round after the first the opponent may roll before the stamina check in order to attempt to break free. The opponent uses strength (-2) vs the attacker's strength to break free Dif: 6.
Tail Whip: Hit Roll: Dex + Brawl Damage: Dex # Actions:1 Dif: 7 A tail whip can be used to knock an object or objects out of an opponents grasp or it can be used to inflict damage on an opponent.
Trip: Hit Roll: Dex + Brawl Damage: N/A # Actions:1 Dif: 6 By swiping with the tail, the dragon can knock down one or more opponents by tripping them. The number of opponents that are knocked down are equal to the number of successes rolled.
Vicious Shake: Hit Roll: Str + Brawl Damage: Str+4 # Actions:1 Dif: 8 The dragon grabs the the opponent in its jaws and shakes it causing ripping damage.
Wingslap: Hit Roll: Dex + Brawl Damage: Brawl # Actions:2 Dif: 7 The dragon by using its powerful wings can buffet an opponent hard. If the opponent's stamina is less than the dragon's strength they are knocked unconscious. Otherwise they are just knocked down, and require a round to recover to their feet.
Back Roll Defence: Hit Roll: Special Damage:N/A # Actions:1 Dif: 6 You may fend off anothers attack from above at the same initiative as your attacker by rolling in air and defending with teeth, arms, legs and claws. Instead of using a normal "Hit Roll" the dragon pits its Dex + Fly minus 1 die roll vs the attackers Dex + Fly Dif: 6. If you succeed both you and your opponent are finished for that initiative. If your opponent succeeds their initial attack automatically succeeds and they do not need to roll to hit you.
DiveAttack: Hit Roll: Dex + Fly Damage: Special # Actions: Special Dif: Special The attacker uses gravity and speed to increase the damage of some standard combat moves. Damage is the standard brawl's combat damage +3. The difficulty is the standard brawl combat move's difficulty + 2.
Grappling: Hit Roll: Dex + Fly Damage: Special # Actions:1 Dif: 8 A dragon can grab another flying creature's wings entangling the opponent causing both to fall. The dragon pulls out of the fall before hitting the ground while the opponent does not. See the falling table for damage. If the fall is higher than 2500 ft, the opponent may make an attempt to turn the tables (reverse the grapple) or break free the next round. Every round both the dragon and the opponent fall 2500 ft.
Reverse Grapple: opponents strength (-1) + fly vs dragon's strength + fly Dif: 6
Break Free: opponent strength (-2) vs dragon's strength. Dif: 6
Plummet: Hit Roll: Dex + Fly Damage: Str + Special # Actions:1 Dif: 9 The dragon dives and pins an opponent on the ground in a controlled fall. This is a very dangerous attack. If successful the opponent takes standard strength roll damage plus 6 health levels of damage. The opponent may only soak damage taken from the dragon's strength roll.
Reverse Plummet: opponents strength + fly. vs dragon's strength + fly Dif: 6
Break Free: opponent strength (-1) vs a dragon's strength. Dif: 6
Snatch: Hit Roll: Dex + Fly Damage:Str # Actions:1 Dif: Var The attacker grabs an opponent or object off of the ground or air.
Difficulty | Object/Opponent |
6 | Not Moving |
7 | Moving (ground) |
9 | Dodging (ground) |
8 | Falling (air) |
(opponent's Dex + Fly) | Moving (air) |
Maneuver | Hit Roll | Damage | # Action | Difficulty |
*Dusting | Str + Brawl | N/A | 1 | Var |
Clamping bite | Special | Str | 1 | 6 |
Vicious Shake | Str + Brawl | Str+4 | 1 | 8 |
*Claws | Dex + Brawl | Brawl+1 | 2 | 6 |
*Bite | Dex + Brawl | Str+2 | 1 | 7 |
*Wingslap | Dex + Brawl | Brawl | 2 | 7 |
*Tail Whip | Dex + Brawl | Dex | 1 | 7 |
*Horn attack | Dex + Brawl | Special | Special | Special |
Squeeze | Dex + Brawl | Special | 1 | 9 |
Trip | Dex + Brawl | N/A | 1 | 6 |
*Breath | Dex + Breath | Sta+Breath & Special | 1 | Var |
Roll | Dex + Brawl | Size + 2 | 1 | 7 |
*Roaring Defence | Com + Brawl | N/A | 1 | 7 |
Height in ft. | Building Heights (10 ft = 1 story) | Damage |
2500+ | 15 (maximum falling speed of a dragon) | |
2000 | 12 | |
1500 | 10 | |
1000 | 9 | |
700 | 8 | |
600 | 7 | |
500 | 50 | 6 |
400 | 40 | 5 |
300 | 30 | 4 |
200 | 20 | 3 |
100 | 10 | 2 |
50 | 5 | 1 |
1pt Automatically
1pt For a characters learning skills.
1pt For a players character acting properly.
1pt For a player fulfilling personal goals.
1pt For heroism and risking their lives for others without stupidity.
Advancement | Experience Points Needed To Advance |
Ability, New (any) | 3 points per circle |
Ability, Skills | Current rating X 3 |
Ability, Talents | Current rating X 2 |
Ability, Knowledge | Current rating X 2 |
New Sphere | 10 points per circle |
Sphere | Current rating X 7 |
Attributes | Current rating X 4 |
Gnosis | Current rating X 4 |
Willpower | Current rating |
Pride | Current rating |
Points | Sizes | Range | Length | Description |
* | 1 | Petite | 2" - 11" | Size of many birds. |
** | 2 | Very Small | 1' - 4' | Fits through small animal doors. |
*** | 3 | Small | 5' - 10' | Easily fit through standard doors. |
**** | 4 | Medium | 11' - 25' | Average Dragon size, Tight squeeze through doors. |
***** | 5 | Large | 26' - 50' | Can fit in standard garage or vehicle lane. |
****** | 6 | Gigantic | 51' - 100' | Might be able to fit into a airplane hangar. |
Gaba (The Trickster) | Heur (The Seers) | Odox (The Harmony) |
Alni (The Creators) | Roun (The Wild) | Enri (The Warriors) |
Rawn (The Seekers) | Hado (The Leaders) |
For Attributes | For Abilities | ||
* | 1 | Poor | Novice |
** | 2 | Average | Practiced |
*** | 3 | Good | Competent |
**** | 4 | Really Good | Skilled |
***** | 5 | Exceptional | Expert |
****** | 6 | Outstanding | Master |
You may only fill in as many circles for each individual attribute or ability as you like.
For your 3 attributes (Physical (Str, Dex, Sta), Social (Chr, Man, Comm), Mental (Pre, Int, Wit)) figure out which is your best quality and fill in 9 circles in that group. Find your next best attribute and fill in 7 circles. For your last attribute fill in 5 circles.
For your 3 abilities (Talents, Skills, Knowledge [15 abilities in each category]) select one as your best abilities and fill in 19 circles. Find your next best abilities and fill in 15 circles, and for your last fill in 11 circles.
If you are from a Magick Rich Environment you can not fill in circles for Computer, Design and construction, Drive, Firearms, Medicine, Science, Security and Technology. You may fill them in later when you use your free points.
If you are from a Magick Rich Environment you receive 1 extra point for your Magick ability under Talents.
If you are from a Non-Magical Environment you can not fill in the Magick ability. You can fill it in later when you use your free points.
If you are from a Non-Magical Environment you receive 1 free point under each of your 30 Skills and Knowledge.
Choose your spheres of magick if you are from a magick rich or magick poor environment. If you are from a Non-Magickal Environment skip to section 6. If you choose a Magick skill later with your free points, you will also have use your free points to fill your Spheres, and Quintessence.
If you are from a Magick Rich Environment you have 5 points to spend on your spheres.
If you are from a Magick Poor Environment you have 4 points to spend on your spheres.
No sphere my be higher than your magick rating. If you choose to fill a magick sphere that coincides with your nature you will receive an extra point in that sphere. This will only happen once per nature, and if your sphere is less than you magick.
Gaba (Entropy) | Heur (Spirit) | Odox (Mind) |
Alni (Matter) | Roun (Life) | Enri (any) |
Rawn (Prime) | Hado (Force) |
Fill out your Gnosis according to your environment:
Magick Rich = 2 Gnosis (fill in 2 circles)
Magick Week = 3 Gnosis (fill in 3 circles)
Non Magickal = 1 Gnosis (fill in 1 circle)
Gaba: P7 W1 B5 | Alni: P4 W1 B7 | Roun: P1 W9 B1 |
Heur: P3 W5 B4 | Enri: P9 W3 B1 | Rawn: P2 W1 B9 |
Odox: P1 W7 B3 | Hado: P5 W5 B3 |
Find the average of your two natures, add the 2 like categories together and divided by 2 to get your stats, rounding up.
Example Gaba & Hado P7 W1 B5 + P1 W7 B3 = P8 W8 B8 / 2 = P4 W4 B4
Pride can be said to be the bane of many dragons. It is more than just a type of vanity in ones skills, it is the knowing and confidence in ones skills and abilities and letting the world know that their the best.
Pride can occur when ever using or showing off knowledge, skills, abilities. Pride can be gained when being acknowledged for abilities. Anytime a dragon's pride goes to 0 its skills suffer and it loses 1 die roll in all its skills.
A pride point can also be spent to accomplish the following:
Willpower works similar as in other White Wolf game characters. See the Werewolf: The ApocalypseTM or Mage The AscensionTM manuals.
*Allies | How many individuals will actively help the dragon out. |
*Contacts | An informational base that the dragon has built up over a period of time. |
Fame | The dragon's renown know thoroughout the land. Usually seen in a good light but not always. One point, it is known well in its small area. Two points, it is well known in a local city. Three points, it is known in several cities. Four, it is known in several states, or providences. Five, it is known throughout the country. Six, it is known throughout parts of the world. |
Family | Brothers, sisters and kin and how close the dragon is to them. Each filled in point is a very close family member of the dragon's that will do almost anything for it or help it in any way it can. |
*Influence | Dragon's political power. |
Item | Special mystical and technical objects collected over time. See the "Other Dragon Info" section in this document. Includes Fetishes, Technologies and Talismans. Each point filled is a item the dragon owns. The dragon can get items from other White Wolf manuals. |
*Mentor | An individual who how has taken the dragon under its wing and guided it and taught it much. |
*Resources | Money and wealth the dragon has collected. |
Restfits | Hideouts, caves and houses that the dragon has prepared and kept up to live and get away from it all. Each point filled in is a different house or hideout that the dragon has in different areas. |
Retainers | Follower, Guards and Servants that the dragon has and that attend it constantly. Each point filled in is a human retainer that follows the dragon around and attend it. |
Every time a innate gift is activated instinctively it only costs a gnosis point. If the dragon has discovered and knows about its innate gift and wishes to use it at a specific time, the gift requires a willpower point in addition to the gnosis point to activate.
Gaba: The Tricksters | Heur: The Seers | Odox: The Harmony |
Charge | Bind | Calm |
Disruption | Expel | Complete Balance |
Fire Starter | Sense Being | Controlled Climate |
Failing Flight | Sense magick | Dragon's Sail |
Hide It | Sense Umbral Disturbance | Healing Tongue |
Slippery Scales | Spirit Block | Mind Block |
Mental Instability | Talk With Spirits | *Resist Pain |
Recolor | Transfer Spirit | Renew |
Stooge Effect | Umbral Passage | Peace |
Alni: The Creators | Roun: The Wild | Enri: The Warriors |
Animate | Animal's Voice | Battle Lock |
*Create Element | Calling the Wild | Breath Block |
Morh Self | Camouflage | Death Blow |
Resize Self | Feral | Find Weakness |
Revitalize | Induce Fear | Firetail |
Shape Light | Inspire Beast | Increase Mayhem |
Shape Liquid | Survival | Sap Will |
Shape Matter | Looseum | VenomDust |
Storm Calling | Vocal Imitation | Vow |
Stick | ||
Rawn: The Seekers | Hado: The Leaders | |
Bargain | Captivate | |
Locate | Command | |
Loose Tongue | Dragonic Logic | |
*Open Seal | Group Persuasion | |
Perfect Recall | *Heightened Senses | |
Phantom Sight | Inspire Others | |
Truth | Know Intentions | |
Umbral vision | Paralyzing Roar | |
Vocal Comprehension | Summon Human |
If you are from a Magick Poor Environment you have 5 extra free points to spend.
If you are from a Non Magickal Environment you have 15 extra free points to spend.
Innate Gifts | 7 points per gift (you may only choose gifts from |
Spheres | 7 points per circle your natures) |
Attributes | 5 points per circle |
Gnosis | 3 points per circle |
Abilities | 2 points per circle |
Willpower | 1 point per circle |
Pride | 1 point per circle |
Background | 1 point per circle or new Background |
Quintessence | 1 point per 4 circles |
You are now ready to roar!