DRAGONS!
The ScorchingTM
Dragons!: The Scorching TM
Version 5.1 HTML Last
Modified: 03-10-98
By ExistingPhantom ep@dragonfire.org
Copyright 1996
ExistingPhantom All Rights
Reserved
http://www.dragonfire.org/
There is a early Text Version of Dragons: The Schorching TM avalible
INDEX
7. Gaining Experience, Experience Advancement
9. Creating Your Dragon Character
10. Character Sheets
Mage The AscensionTM , MageTM , StorytellerTM , Modern MagickTM , and Werewolf The ApocalypseTM are all trademarks of White Wolf Game Studio.
Other common terms used by White Wolf Game Studio and used in Dragons!: The ScorchingTM may be trademarks of White Wolf Games Studio. However, the ones above are the only ones I'm aware of. My apologies if I've missed any.
Dragons!: The ScorchingTM is Copyright 1996 by ExistingPhantom All rights Reserved. Gamemasters and players may reproduce Dragons!: The ScorchingTM for personal use.
1b. Dedication
The following is a suggested method of handing dragon magick and other material involving dragons in the White Wolf realm. This system was created before the MageTM manual came out but has been modified to fit the MageTM Modern Magick TM system.
For many ages beings know as dragons have roamed throughout the universes, living between the veils that separate the multiple universes. Over eons dragons changed and became separate varied species throughout the multiverses. Knowledge was lost and gained... and so they lived their lives.
In their hoarding and craving for knowledge and substance, new forces of the mind, of magick and technology were gained. Some dragons molded the Vristral arts of the mind, others divined the magickal arts of the multiverse, and there were those whom pondered and designed the arts of science and technology.
The dragons who learned the arts of magick found that the multiverse contained a very spontaneous, yet sloppy forms of energy called quintessence. This energy did not saturate the multiverse but was found scattered throughout it in varying quantities. Dragons who have studies the arts of magick where only able to work their arts where quintessence was found.
Quintessence was able to replace the natural laws and patterns of the multiverse instantly with new laws and patterns that the dragons designed. This tampering however did not come without a risk. The multiverse, ever striving for equilibrium and balance of forces, would eventually breakdown and change the patch. Localized paradoxes would form as the quintessence patches failed and shifted. The patched portion of the multiverse would achieved a new balance.
There were dragons who strived for control over their own mind and body without the use of external forces. They called such mental arts vristra. Using their inner energy they first found they could exert great control over their bodies and mental states. Over time the dragons who dove into the inner self found that they were able to apply what they learned to multiverse without.
Dragons learned they could influence the thoughts of others and the laws and patterns of the multiverse about them. Unlike the mages they did not require the use of quintessence. Using vristra they were able to slowly over periods of time manipulate and reshape the very basic interactions of the energies in the multiverse. With vristra even simple shaping took time, but unlike magick vristra allowed the multiverse time to achieve balance. Since the workings of vristra didn't place sudden strain on the multiverse, the vristral changes often maintained their states and became as stable and perminnate as the shifting energies of the multiverse allowed.
Dragons with a zest for tinkering and knowledge of any type found that they could map the patterns and forces that governed portions of the multiverse and build devices and machines that took advantage of them. The tinkering dragons neither replaced nor shaped the patterns and laws of the multiverse; instead these dragons became masters of their workings. They could play the governing forces of the multiverse like a well tuned instrument and create wonders and marvels.
And of course there were dragons who dabbled in everything...
1d. The World Of White Wolf: Behind
the Veil
Once the veils of Tellurian were rich and free flowing with magick. Since its infancy, this infinite portion of the multiverse had an abundance of quintessence. Magick flowed free on the whims man and other creatures alike. Things that were expected happened freely. Such was the ordered chaos throughout the veils of the Tellurian and it displeased some...
So sprang up the age of the techocracy who bent the masses' wills to their own. They strengthened the veils between them and the rest of the multiverses. They used the quintessence against itself to change the thoughts of the masses into believing the very nature of quintessence was a mere fairy tale. And then there was new ordered chaos throughout the veils of Tellurian.
The belief of the masses had unusual effects on the quintessence and consequently the technocracy themselves. The technomancers now hoarded the quintessence in nodes. They began to categorize quintessence and create specific that rules governed its use. They began to fall into the delusion of self power. This belief of their self power began to change how their universe achieved a natural balance when the energy of quintessence was used.
The mages believed their patches of the natural laws were absolute and would remain forever. Through gradual self delusion in their great personal power the technocracy and masses forced changes in the laws and patterns of the universe that became permanent. The Tellurian complied, but paradox still grew. The stressed patterns began to find a release at the weakest points of the willed change; the mages who played with the quintessence itself. When paradox became too great it backlashed back to the technomages.
The dragon mages who came to the Tellurian knew the workings of the multiverse. Even in the midst of the technocracy's tampering the dragons' strong belief in the true knowledge of the multiverse allowed them to be personally unaffected by paradox while casting magick. Because of this and other differences, dragon magick was often considered strange and different by other creatures. The dragons who stayed in the Tellurian passed their knowledge down to their hatchlings. Over time a few dragons have lost the such knowledge and have fallen into the technocracy's rut. But many still know the truth. Such knowledge does not please the founding oracles.
Many dragons abhor the technocracy of the Tellurian. They despiseed such self delusion, and found it unpalatable. Yet they remained weary, for the technomancers are creatures of power. And with that power technomancers occasionally have tried to enslave and capture the bodies and knowledge of dragons. And such gambits to the technomancers own demise.
Dragons have kept the mages confused over their talents. Mages whom have come across vristral workings have tried to understand its power and study it as dragon magick but have failed to understand its non-magickal nature. Due to their dislike of the mage mentality dragons have encouraged such misconceptions and try to inspire fear an respect of their own abilities in mages when ever the chance presents itself.
Garou and dragons may or may not get along. Most dragons who know of the garou's existence have usually treated them as they would humans. Dragons who know of the garou's past culling of humans have their own varying opinions on the matter ranging from encouraging such practices, to disliking them. Some tribes of garou simply do not like dragons; others do and have good relations with them.
One term dragons dislike having placed upon them is wyrm. Some find it very derogatory. Garou unfamiliar with dragons usually place such terminology upon them. Some garou even believe that dragons are the leaders of the Wyrm that infest gaia. Such rumors may be partially true; not all dragons are seekers of what is right in the eyes of others. Being loners and creatures of their own code, related dragons may even have highly opposed goals with each other but still have a very good friendship amongst themselves.
Cultures from magick rich realms generally do not learn skills marked with "R" (Restricted abilities) on the dragon character sheet. Such skills hardly ever evolve in magick rich environments. This not because the product of such skills can not coincide with magick; it's merely due to to the fact that magick has made such skills unnecessary to learn, and the natural laws that govern the product of these skills may instantly change causing the product to fail. Many magick rich worlds are very bizarre and/or are in a constant state of change.
Initial Gnosis: 2
Starting Sphere
Points: 5
Initial Magick: 1 extra point magick
skill.
Innate Gifts: Choose 2 innate gifts from your
Nature.
Restricted Abilities:
Initial Gnosis: 3
Starting Sphere
Points: 4
Innate Gifts: Choose 1 innate gift from
your Main Nature.
5 extra free points alloted.
Initial Gnosis: 1
Innate Gifts:
None
Begin with 1 point in each of your Skills and Knowledge.
Fifteen
extra free points alloted.
Restricted Abilities:
3. A Dragon's Nature
| Gaba (The Trickster) | Heur (The Seers) | Odox (The Harmony) |
| Alni (The Creators) | Roun (The Wild) | Enri (The Warriors) |
| Rawn (The Seekers) | Hado (The Leaders) |
Gifts
Description
7/1/5
Suggested Spheres: Entropy
Gifts
Description
3/5/4
Suggested Spheres: Spirit
Gifts
Description
1/7/3
Suggested Spheres: Mind
Gifts
Description
4/1/7
Suggested Spheres: Matter
Gifts
Description
1/9/1
Suggested Spheres: Life
Gifts
Description
9/3/1
Suggested Spheres: Any
Gifts
Description
2/1/9
Suggested Spheres: Prime
Gift
Description
5/5/3
Suggested Spheres: Forces
4. New Dragon Skill
Descriptions
Breath
| 1 | One minor breath weapon takes a day to replenish. |
| 2 | One breath weapon usually used once per scene. |
| 3 | One major breath weapon can be used at any time. |
| 4 | Two breath weapons one can be used anytime the other takes a day to replenish. |
| 5 | Two breath weapons one can be used anytime the other can be used once per scene. |
| 6 | Two major breath weapons can be used at any time. |
Camouflage
| 1 | Automatically change overall color to match surroundings while sitting still. |
| 2 | Automatically change color pattern to better match surrounding while sitting still. |
| 3 | Can change color patterns to any pattern at will regardless of surroundings. |
| 4 | Can match surrounding colors exactly to every detail while sitting still or automatically change overall color while moving. |
| 5 | Can match surrounding colors exactly at will regardless of surroundings and automatically change color patten to better match surroundings while moving. |
| 6 | Can match surrounding colors exactly even while moving full tilt. |
Fly
| 1 | Can glide through the air and make short hops. |
| 2 | Can sustain short flights. |
| 3 | Can fly long distances. |
| 4 | Can maneuver easily in aerial combat. |
| 5 | Highly skilled in Aerial combat. |
| 6 | Can easily out maneuver the best acrobatic planes. |
Magick
| 1 | You have a slight talent for magick. |
| 2 | You are practiced in the use of magick. |
| 3 | You are competent in the use of magick and know its ways. |
| 4 | You are skilled in the use of magick, and know if it's around. |
| 5 | You are an expert in its ways.You are very uncomfortable if there is no magick around. |
| 6 | Magick makes up your very being; you can't live without it, and what you can do with it boggles the mind. |
Vristra
| 1 | You know yourself and read others body language very well. |
| 2 | You can influence your own body to enhance your senses or ignore pain. |
| 3 | You can control your own thoughts easily and can read the surface feelings of others. If you have medical knowledge you can even directly influence your body's functions to varying degrees. |
| 4 | You have become a master of your physical and mental self. You generally guess what those around you are thinking and can influence the feelings of others. |
| 5 | If you have scientific knowledge, you can use it to manipulate the world about you. You can read the thoughts of others and communicate mentally with them. |
| 6 | You can feel the fabric of life as it breathes, and see into the spirit worlds at will. You can influence the actions and patterns of others about you. |
Burrow
| 1 | You're very good at digging holes and moving dirt. |
| 2 | You've dug a few burrows. |
| 3 | You're a pretty competent tunneler but it takes you a while. |
| 4 | You're a skilled tunneler and can dig anywhere. |
| 5 | You're an expert tunneler and know the rhythms of the earth and never get lost or misdirected even in darkness. |
| 6 | You can borrow through the earth as easily as many fish swim through water. |
Hunting
| 1 | You can catch it as long as it doesn't move. |
| 2 | You know how to make simple traps for small things. |
| 3 | You can track most animals through the woods. |
| 4 | You can build a trap to capture almost any creature. |
| 5 | You instinctively know how others creatures move and hide. |
| 6 | If it exists somewhere, you can find it and trap it no matter how intelligent it is. |
Navigation
| 1 | If you only had a compass you could get home. |
| 2 | You can read external natural signs to see what direction you're going. |
| 3 | You can feel magnetic forces and tell which direction you're facing. |
| 4 | You have an innate sense of special orientation. |
| 5 | You can sense the forces that separate the veils. You can navigate through space with ease. |
| 6 | You can read the forces that separate the veils of the multiverse and can recognize each of them separately. Navigating from one realm to another is a snap. |
Swim
| 1 | You can dragon paddle. |
| 2 | You are a practiced swimmer. |
| 3 | You swim through water using your wings & tail as easily as most dragons fly with them. |
| 4 | You can hold your breath for 10 minutes without needing a breath of air. |
| 5 | You can hold your breath for 50 minutes. You have even developed echo location. |
| 6 | Water is your first home, you can stay under indefinitely using you wing membranes as gills. and dive to great depths. Dolphins envy you. |
Technology
| 1 | Machines don't bother you and you can use simple machines. |
| 2 | You think you can figure out how it works given time. |
| 3 | Your friends invite you over instead of reading the instructions. |
| 4 | You own all the latest technical publications. |
| 5 | Engineers come to you for suggestions. |
| 6 | Subspace merion particle racks with quantum range controls are a cake walk. Even ones with seven phase linkages. |
Botany
| 1 | Plants don't die when you touch them. |
| 2 | You know names of most plants. |
| 3 | If someone gave you a portion of a plant you could tell them exactly where it came from. |
| 4 | You know the inner workings and functions of all plants. You can grow anything. |
| 5 | You can gene splice plants and design them to perform specific and symbiotic functions with any creature in any environment. |
| 6 | You know how plants think, react and communicate with other organisms and amongst themselves. You can even interpret these signals. |
Business
| 1 | You can run a lemonade stand well. |
| 2 | Small business practices you know well. |
| 3 | You could easily manage a large chain of stores. |
| 4 | Investing is a piece of cake; you know the trends. You swim through the loopholes in business laws. |
| 5 | You know intuitively how supply and demand works and know what creatures want on the macro and micro scale. |
| 6 | Money and hoarding is an art form to you. You could cause whole world economics to sink or swim on a whim. |
Customs
| 1 | You hardly ever embarrass yourself on a first mating. |
| 2 | You understand local customs of those around you. |
| 3 | You never offend those around you no matter where you are and don't usually seem out of place. |
| 4 | You can easily blend into any culture anywhere with ease. |
| 5 | You understand the logic systems of other cultures and can switch the way you think to match their thought processes. |
| 6 | No matter how alien the creature you have an intuitive understanding of their culture when your first meet. |
Design and Construction
| 1 | Really!... you don't always need the instructions. |
| 2 | You are very mechanically inclined and tinker a bit. |
| 3 | You often spend time inventing interesting gadgets and they usually work. |
| 4 | You can make just about anything, and build it to last. |
| 5 | You can build wonder machines with tooth picks, duct tape and chewing gum. |
| 6 | If it can be conceived you'll have it ready in a second. |
Locality
| 1 | You can read a map. |
| 2 | You know your states, capitals, providences and have memorized most of the town streets. |
| 3 | You know the world geography like the back of your hand. |
| 4 | You can tell which town or city your in by just looking around you. |
| 5 | If blindfolded, dragonnapped and taken to another world you would know which planet you were on. |
| 6 | If dropped randomly any where in the multiverse would intuitively know exactly where you were. |
Security
| 1 | You know a good Masterlock TM lock when you see it. |
| 2 | You can pick mechanical locks. |
| 3 | Most home security systems are easy to set up and bypass. |
| 4 | Complex security systems give you no problems. You were consulted when they built most of them. |
| 5 | If stuck in a maximum security prison you would get out in 5 to 10 . . . seconds. |
| 6 | You know there is really no such thing as security. |
Dragon magick is different from that of mages. Dragons have have known for a long time that paradox is caused by the quintessence of the multiverse suddenly snapping like rubberband as it moves to a state of balance. And that once the quintessence has been released from its enforced patterns it can instantly revert to a stabler form. The resulting change of quintessence can have unusual effects on an area or pattern. This effect is often know as paradox.
Paradox does not affect most dragons directly when they use magick; it will, over time, affect the laws or patterns replaced by the dragon. So the area or pattern that the magick affects receives the paradox. The more complex the patch the greater the paradoxical stress on the area or pattern cast.
Vulgar magick will usually, but not always cause more paradox than magick mages refer to as coincidental. It depends on the stress placed on the Tellurian.
For ideas regarding the resulting outcomes of paradox, see Mage: The Ascension TM game manuals.
Dragon magick is not affected by the wills of the masses as mages' magick is. Because of a dragons unusual systems of belief, logic and knowledge of the multiverse, the quintessence and its pattens are held in the states that were around before the technomages influence.
Mages are often leery of dragon magick if they identify it. Mages that mess around with the magickal patches that dragons have created will often absorb great amounts of paradox. While attempting to impose their own changes on the patterns weaved by dragons, mages also impose their beliefs of how paradox works and cause all the built up paradox to backlash on themselves.
Dragons can be affected by paradox, and gain it when ever magick is used directly on their patterns. For dragons, quintessence and paradox are separate and not circular. Quintessence is the energies of magick. Paradox is the result of the multiverse laws rebalancing. The Paradox bar on a dragon character sheet indicates how much stress is being placed on their own patterns by themselves or other mages. A dragon can use up 2 points quintessence to remove 1 point of paradox. Such a feat takes an hour to accomplish.
All other aspects of dragon magick are handled similar to the Mage The AscensionTM game. For simplification it is suggested that GM give out one to two points of paradox for coincidental dragon magick to a specific Pattern or area and three to six points of paradox for vulgar dragon magick to a specific pattern or area.
When a pattern receives 5 paradox points, minor paradoxical things begin to happen and at 10 paradox points major paradoxes occur. Mages using magick on or near where dragon magick have already been set can cause the dragon magick to go into paradox. Mages trying to directly change or remove dragon magick instantly absorb the pattern's paradox.
GMs are not obligated to use these magick rules in the Dragons!: The Scorching TM manual with other White Wolf games. These are just suggested alternate system to use with Dragons!: The ScorchingTM characters.
See the Mage The AscensionTM manual by White Wolf for more detailed information on the Modern MagickTM system.
| Correspondence | The study of multidimensional space, position and location. |
| Entropy | The study of progressive disorder, chaotic systems and destabilization. |
| Forces | The study of natural physical energy in its forms and states throughout the multiverse. |
| Life | The study of biological and self renewing systems, active patterns. |
| Matter | The study of physical non-living substances, passive patterns. |
| Mind | The study of sentients, thought and logic systems. (different than the study of vristra) |
| Prime | The study of magickal energies and quintessence's effect on reality. |
| Spirit | The study of the ethereal and metaphysical planes and entities. |
| Time | The study of linear and nonlinear temporal perceptions, and exact copy parallel but temporal skewed multiverses. |
Using vristra dragons first learn control and mastery over their own minds and bodies. Some have also continued deeper into such studies and began to apply their knowledge and control to the external forces. Vristra engages dragons in meditation, inner strength, balance and control to accomplish given goals. It is an art that has achieved mastery through practice and the natural longevity of dragons. These powers of the mind work much differently than magick. The manipulation of forces of vristra require much more concentration than magick and also take longer to complete.
Dragons first strive for internal control using vristra. They are able to recognize their own thought and biological processes. Through practice and understanding they are able to modify them. Blocking pain, heightening senses speed memorization, speeding cell regeneration, blocking mind probes, and regrowing missing body parts are just some of the skills of vristra.
Using vristral skill on one's self does not require gnosis. To accomplish a feet of vristra a dragon must roll using several skills.
Attribute + Vristra + Skill or Knowledge - Empty Willpower = Number of die to roll. The GM sets the difficulty level.
If a dragon is attempting to generate an extra set of arms it would be possible, but but such a task would take a long time. The dragon would need a large food source and a place to work uninterrupted for several weeks.
The dragon would first have to restructure its skeletal system to accommodate extra limbs. Perception(4) + Vristra(3) + Design/Const(2) - Empty Willpower Circles (5) Say the dragon has a willpower of 5 out of a total of 10 so 5 empty willpower circles. This gives the player the number of die to roll. The GM could also vary the number of successes to achieve the task.
4 + 3 + 2 - 5 = 4
The player would roll 4 dice at a difficulty of 7 or 8 which would be set by the GM. Restructuring a skeletal system is a difficult task. It would then need to grow the bone, muscles and hide.
Perception(1) + Vristra(1) + Medical(1) - Empty Willpower(9) = -6 roll Dif: 5
This would be an average task, however the dragon above would needed abilities or willpower to preform the task. And then to make such biological additions permanent, it would need to alter its genetic code.
Intelligent(6) + Vristra(5) + Medical(2) - Empty Willpower(4) = 9 roll Dif: 9
This would be a very difficult and dangerous task. If a dragon were to eventually succeed in all three tasks, it would have a new permanent set of arms. It would need to learn how to use its new appendages. That knowledge would not come automatically.
After exploring the inner self dragons found they could apply vristral skills to external forces. Vristral acts on external forces require the spending of gnosis to achieve. Dragons using vristral talents affect change through the the slow manipulation of the already existing natural laws and energy of the multiverse, by constantly rebalancing the forces of the multiverse as they change. Since the multiverse is kept in balance, changes affected will remain for a very long time as long as the natural laws of an area don't shift. Because balance is kept while using vristral talents, dragons do not need to worry about paradoxes unless they deliberately attempt to create one. And that would be a difficult task to engineer, since the universe is in a constant state of trying to achieve a balance.
Unlike mages, dragons using Vristra talents do not replace the natural laws with raw powerful energies of magick. Instead the use the internally generated fields of energy of their body and spirit (gnosis) and manipulate the natural laws and patterns with the combination of willpower and knowledge of the mind. Each small change in multiverse is set in balance before the next small change is attempted. Dragons using vristra are not able to make changes fast enough to cause paradox. They have to make sure a balance is achieved for each task or the change would return to its former state. This doesn't mean they can't run into problems; it just means they usually don't appear with the same force and severity as happens with paradox.
Because vristral changes in the multiverse don't use magickal energy, they are not actively noticed by mages and other beings who use magick. Creatures with the ability to detect magick would have to make a natural perception roll to noticed such changes. Mages consider the vristral arts of dragons to be just secretive aspect of dragon magick. Mages have made many attempts to understand and duplicate the vristral arts using magick and have failed. The vristra talent of dragons is a completely different type of energy manipulation from magickal sphere of the mind. Different training and knowledge is required for each of them.
Events manipulated with the vristra are not instantaneous. Vristral changes may take hours, days or years to accomplish depending upon the event that is trying to be achieved, the environment it is being done in, and the skills of the dragon who is trying to make it happen. For instance, if a dragon is attempting the event of opening a gateway into the umbral plane of the multiverse it will have to accomplish many different mental feats before the entire event will occur.
First it would have to try to locate correct the boundary(s) of the multiverse that separates the umbral plane from the place that it currently resides. Perception(3) + Vristra(5) + Navigation(1) - Empty Willpower Circles (6) The player would roll 3 dice at a GM set difficulty of 5 since the umbral plane is so close to the physical plane and is fairly easy to find.
The next step would be to determine how stable the veil between the planes are. Heavy traffic between boundaries causes the forces that keep them separated to be in a shifting state Especially if the use of magick has occurred recently, which can make the boundaries very turbulent as the energy and universal laws of Tellurian shift to regain a balanced state.
Perception(4) + Vristra(2) + Investigation(1) - Empty Willpower(6) = 1 roll Dif: 4
If there were a large amount of turbulence the dragon would first need reduce the turbulence to a workable state,
Intelligence(3) + Vristra(1) + Repair(3) - Empty Willpower(2) = 2 roll Dif: 6 or 7
then create a controlled and balanced opening between the boundaries.
Intelligence(1) + Vristra(2) + Science(1) - Empty Willpower(7) = (-3) roll Dif: 6 or 7.
This would mean the feat could not be attempted because the dragon lacked the necessary Attributes and Abilities. Then after everyone has come through you would need to close the portal again after it's no longer needed. But it could be left open permanently. However most dragons with vristral training usually would not leave such a portal open unless they had some intended purpose for it.
Intelligence(2) + Vristra(5) + Science(4) - Empty Willpower(2) = 9 roll Dif: 4
A Critical failure for all vristral acts would result in something going seriously wrong with the attempted feat and a loss of 1 willpower and the initial gnosis for the dragon attempting the feat. If this process seems too complex for the players or slows down the game the GM could also simplify the process by only using Vristra + another skill or knowledge. The GM could also reduce the number of tasks needed to accomplish a vristral feat. Use what works best for the story.
Each task may take 15 minutes or longer to complete depending upon the difficulty. Multiple tasks may take much longer to accomplish. Below is a rough chart for determining tasks times.
| Difficulty | Time |
| 1 | instantaneous |
| 2 | 1 turn |
| 3 | 5 minutes |
| 4 | 10 minutes |
| 5 | 15 minutes |
| 6 | 1 scene |
| 7 | 1 hour |
| 8 | 4 hours - 24 hours |
| 9 | 24 hours - 1 week |
| 10 | 1 week - 1 month |
The time required to complete an external vristra feat can be reduced by one difficulty level for each dragon with vristral skills that combines its skill to help out. But they must first spend 15 minutes in order to prepare for the task together. Most dragons do not combine vristral skills for tasks involving self; the difficulty level of balancing ones own mental state increases by 2 with each dragon that helps out. The more random and unpredictable thoughts flowing through the mind of the dragon attempting a personal vristral feat decreases its ability to concentrate on its own body's feedback.
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.
# 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. |
# 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. |
# 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. |
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
table>
| Successes | Duration |
| 0 | 10 seconds |
| 1 | 5 minutes |
| 2 | Once scene |
| 3+ | Permanently |
-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.
# 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.
# 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.
| Successes | Effect |
| 0 | A few members of the crowd will consider doing the action the dragon wants and suggest it to others an then fall back into a standard crowd mentality. |
| 1 | A few members of the crowd will start doing the action the dragon wants and then follow the crowd mentality. |
| 2 | Half the members of the crowd will start doing the action the dragon wants then follow the crowd mentality. |
| 3 | Half the members of a crowd will start and complete the action the dragon wants and follow the crowd mentality after they have completed it. |
| 4+ | All the members of the crowd will complete the action the dragon wants and then follow the crowd mentality. |
-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 |
# 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...
# 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.
# 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 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.
# Dragons unaware of this gift will have intuitive feelings about creatures they meet and know weather they can trust them or not.
# 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.
# Dragons unaware of this gift will find that most creatures are completely canned and comfortable with them when chatting.
# 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 |
# 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 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.
# 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 |
# 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.
# 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.
# Dragons unaware of this gift will always seem to be able to find items in just the right colors they are looking for.
# 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.
# 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.
# 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. |
# Dragons unaware of this gift hardly ever get snuck up on and get uncanny feelings when beings are near by.
# Dragons unaware of the gift will see brief flashes of various colors when quintessence and magick are being used.
# 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.
# Dragons unaware of this gift find that fixing shattered objects is a cinch. They often win glass & bowling ball stacking contests.
# 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+ |
# 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.
# 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 |
# 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.
# 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.
| Successes | Effect |
| 0 | Increased dust & dirt particles. |
| 1 | Densely blinding particles. |
| 2 | Itching & skin irritating particles. |
| 3 | Sleep inducing particles. |
| 4+ | Paralyzing particles. |
# 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.
# Dragons unaware of this gift will just think they are naturally talented at imitating voices.
# 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.
6. Brawling, Combat And
Damage
| 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 |