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Dragon
Aggressive. Powerful. Arrogant. Majestic combination of power and grace. Regarded as gods, mostly by themselves.
History
Ancient kin of modern dragons were the very first living species to enter the Material Realm. Their power and skill formed the turbulent land and sea to their liking. Since then, they have clung to the tradition of claiming as much authority as they can.
Their control over the land dwindled slowly over the centuries since the forming of the Material Realm, due largely to their own laziness rather than loss of strength. Until the rampant growth of other species spurred them into action, causing the First Crisis. A bloody war that costs many lives of both Dragon and Human alike, as well as the other species dragged into the conflict. Many of the eldest Dragons were killed in the war, though scant few remain in remote edges of the world.
Culture
Dragons are prone to gathering minions in a similar manner to most Demon lords. However, their power structure is much flatter and more stable than the hierarchical system used by the Demons. A single Dragon will give commands within their horde, which consists mostly of Kobolds and smaller Dragons. They also keep closer to Dragons of their own elemental affinity, quickly mistrusting Dragons of other elements.
When Dragons integrate with other species, they often try to seek out positions of power and influence. Few Dragons of size greater than a Human or Elf will dwell in other species' cities. Choosing rather to live out in the world, preferably in a place rich with elemental energy.
Physicality
Scaled hide with rich colors associated with their elemental attunement. Thick tails, sharp fangs, and dexterous paws capable of manipulating objects as effectively as hands. Wide, reptilian heads at the end of long, flexible necks. From their heads, they cast a striking gaze with their narrow, reptilian pupils.
Common Names
Dragon often use names that begin with a strong sound such as Vilneer, Xirx, Qyell, or Thanariah.
Physical Heritage
Dragon blood often causes narrow pupils, scales, or coloration associated with their Dragon element.
"I am reaching the limits of my patience."
-Usler, surrounded by nervous city guards
Talent
Lock 1 Element. Launch a ranged Strike from your mouth with 6 range to deal 6 Bashing damage of the Locked Element to Grit. Reduce any DL increase to this from Augments by 6.
The iconic ability of legend only comes naturally to a certain breed of Dragon.
Aspect
Gain 1 Physical Reduction, Immunity to your Dragon Element, and Vulnerable to the Element opposing your Dragon Element. Reduce your DL to Manifest abilities of your Dragon Element by 2.
Larger scales of deeper color adorn these Dragons, they are particularly tough and strong with their element at the cost of being vulnerable to their elemental counterpart.
Form
Shrink 1 size. Gain Darksight and +3 on Craft rolls for traps.
Trading raw power for craftyness, finer motor skills, and vastly greater numbers, these smaller forms often fall into servitude.
Aspect
Gain Flight with Wings as a Primary Movement type. Double your Bulk Limit to determine your limitations for flight.
The wings of these ancients grow to majestic proportions.
Aspect
Gain +1 + TT/2 on defenses against effects that cause Encumbered, Held, Slow, Stiff, or Unaware.
Boost: Count as 1 + TT/3 sizes larger to determine Overpower attacks against you.
Aspect
Gain +1 on Priority rolls and +1 + TT on Survival rolls.
Boost: Req: Trained 2 Times - Gain Scent as a Primary Sense.
Aspect
Lock 1 Element. Your effects of the Locked Element gain +1 + TT/3 damage.
Boost: Gain 1 + TT Reduction against the Locked Element.
Talent
Lock 1 Element. If damage of the Locked Element would be dealt to you, instead heal half that much Energy.
Boost: Req: Trained 4 Times - Instead, heal equal to the damage.
Talent
Lock 1 Element. Deal 1 + TT/3 Stabbing damage of the Locked Element to Grit in an Aura 1 + TT on the Soulweaver's turn. Shed light with Tier equal to the damage.
Boost: Req: Trained 2 Times - After a creature suffers Injury from this, deal 2 Dazzled damage to them.
Aspect
Gain +1 + TT on Objects Knowledge rolls.
Boost: Gain +1 + TT/2 on Barter rolls.
Aspect
Gain a sense Magicsense. This sense has -1 range and DL 3. It can sense magical objects as having Magnitude equal to 1 + 1/2 their Craft Tier. If you exceed the DL by 3, know the type of magical object, such as Inlay or potion. Exceeding the DL by 6 knows any Elements it has. Exceeding the DL by 9 identifies a specific object.
Boost: Gain +1 + TT on rolls with Magicsense.
Response
As an attack succeeds against you, roll Endure to gain 1 + TT/2 Physical Reduction against it, DL 6 - TT + prior successes.
Boost: If you exceed the DL by 3 or more, gain 3 Ailment Reduction against the attack.
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