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The Firey Embers

Keep the fire burning

No1. Dragon options


Welcome!
The Firey Embers will be used as a series of documents to attempt to collect
and contain as much of the Fireborn materials out there as possible.
This first document will try to give a good overview of the outlooks and
breeds available for dragons, collecting both official and fanmade content,
listing their original sources and/or details.
Outlooks/Breeds which are from unofficial sources are marked, and GMs
should decide for their group whether to use or not use such unofficial
resources for themselves.
If more new minor/mayor breeds become available, they will appear in
future issues, but may not neccesarily update with a new master list.
The general purpose of these documents is to keep the resources made by
the fanbase of the Fireborn rpg remain available, as we already had one
mayor board fall down in the past (Fireborn.org) and would like to prevent
such fate in future.
In kind regards,

Helios inferno

Outlooks

Adventurer
Fireborn PG p.61
Thief, warrior, gladiator, or king, an adventurer is what he makes of himself.

Explorer
Fireborn PG p.61
Explorers are always looking to the horizon, always uncovering new treasures.

Gaurdian
These duty-bound dragons protect their sacred charges with their lives.

Fireborn PG p.61

Hoarder
Lust for treasure guides the hoarders every thought and deed.

Fireborn PG p.61

Mediator
Mediators are self-appointed distributors of wisdom and justice.

Fireborn PG p.62

Mystic
The mystic taps the essence of karma and magic.

Fireborn PG p.62

Observer
Fireborn PG p.63
Observers travel unseen, among the other races, watching, learning, or stealing.

Sage
Fireborn PG p.63
The sage worships knowledge above all else, and wil do anything to procure or protect it

*Scourge
Fireborn.org
The Scourge is the ultimate killing machine. While not neccesarily evil, they live off death and rarely
have anything to do with honor.

*Spellhoarder
Fireborn.org
Obsessed with magic, and collects magic for it's own indescrutable purposes. Few can match their
mastery.

*Trickster
Fireborn.org
Uses trickery and pranks to guide and manipulate. But the game is more important than the prize,
and many are just destructive.

Warrior
Fireborn PG p.63
Straightforward and strong, the warrior sees his existence as a chance to prove right through might.

* Denotes fanmade content, Fireborn.org website is down but can be reached here:
http://web.archive.org/web/20080312192726/http://fireborn.org/index.php?cat=30

Dominant Breeds

Beast
Fireborn PG p.63
Beasts look like massive predators, sleek and feral, with rippling muscles and physical power
brimming from their bodies.
Drake
Fireborn PG p.64
Most common form of dragon, their bodies are majestic and finely shaped.
*Kin
Fireborn.org
Kin are smaller then other dragons, and have a basic humanoid form with wings emerging from their
shoulders
Serpent
Fireborn PG p.64
Dragons of the serpent breed resemble enormous snakes with small dextrous claws as forelimbs,
and somewhat larger hindlimbs that usually remain tucked alongside the body.
*Wurm
Fireborn.org
Wurms are more snake-like then Serpents, and have no limbs or even wings. As such, Wurms
cannot fly.
*Wyvern
Fireborn.org
Wyverns are built for flight. They have a light frame, and their forelimbs form their wings, meaning
wyverns resemble birds in basic body structure.

* Denotes fanmade content, Fireborn.org website is down but can be reached here
http://web.archive.org/web/20080312192655/http://fireborn.org/index.php?cat=13

Lesser Breeds

Abyssal
Fireborn PG p.65
Abyssal dragons are subterranean creatures, and are quite alien, with gaping maws, small flaps of
skin as wings, and stone-like mottled flesh covering their bodies.
*Arcane
Fireborn.org
Arcane dragons almost literally made of magic, their bodies giving off a multicolloured sheen as it
crackles with arcane energies.
Chimeric
Fireborn PG p.65
Chimeric dragons are outlandish, unlikely creatures, and tales of them are the most likely to be
scoffed at in the modern age.
Dire
Fireborn PG p.65
Dire dragons are the ultimate predators. They combine impossible speed with lethal fangs and
claws, awakening a primal fear in nearly every living thing.
Exotic
Fireborn PG p.66
Exotic dragons are among the most beautiful and mysterious of their kind. They display colorations
and traits as diverse as the animal kingdom. All exotic dragons have poisonous bites and long agile
tails
*Faerie
Fireborn.org
Bridging the gap between dragons and the fae, faerie dragons have chosen to life among the fair
folk moreso than any other dragon. As a result they are changed somewhat; becoming more like
the fae they live among than the dragons they once were.
Fire
Fireborn PG p.66
Fire dragons gave birth to, and personify, dragons legendary kinship with flame. Their eyes
smolder, heat radiates from their bodies, and their tempers tend to match their namesake.
Forest
Fireborn PG p.66
Forest dragons, as their name suggests, live in wooded areas and are adapted to survive among
trees and dense foliage
Ice
Fireborn PG p.67
Rather than succumbing to cold like a mundane reptile might, ice dragons revel in it, honing their
minds and instincts alike to a frightening sharpness in the barren icy wastes of the world.
@Insectoid
Obsidian portal
Not all dragons are reptilian, some very few are born with insect characteristics. Beast insectoids
may look like giant beetles, Drakes like mantises, and serpents like moths.
@Inter-Dimensional
Obsidian portal
Not all dragons originated here on earth, much less in our dimension. These dragons have
maintained the strange attributes which allowed them to thrive in other dimensions.
@Interstellar Dragon
Obsidian portal
Inter-Steller Dragons have the ability to travel through space. Their powers and traits allow them to
withstand the inhospitable-ness of space and travel for generations with Metabolic Control.
Many-headed
Fireborn PG p.67
As their name suggests, these dragons each have multiple heads, all controlled by a single mind.
Even more animalistic than dire dragons, many-headed dragons tend to be short-sighted and easily
distracted.
*Multi-limbed
Fireborn.org
Not all dragons are built on the same model; some incorporate insectile or other strange features,
sometimes having multiple sets of wings or many legs.
Noble
Fireborn PG p.67
Noble dragons are the classic creatures of high fantasy. They are both beautiful and terrible to
behold, emanating danger, wisdom, and power, all in equal measure.

Sea
Fireborn PG p.67
Sea dragons hold dominion over the oceans, lakes, and rivers, their sinuous bodies knifing easily
through their native element.
@Seraphic
Obsidian portal
Angelic dragons. These dragons often have white feather-like wings.
*Shadow
Fireborn.org
Lurking in darkness and the night, shadow dragons are as fleeting as their namesakes.
Spirit
Fireborn PG p.68
These dragons are elegant and mighty, filled with timeless grace. These are the only dragons able
to fly without wings, their bodies held aloft effortlessly by their connections to the primal element of
air.
*Swamp
Fireborn.org
As the forest dragons are the lords of the forest, so too do the swamp dragons rule the fens and
marshes of the Mythic Age.
@Undead Dragon
Obsidian portal
Undead dragons are the reanimated version of their previous selves through a magic ritual or other
power. They maintain the draconic traits of their previous form, but as a result of the ritual they gain
new powers.
*Wasteland
Fireborn.org
Inhabiting the desolate places of the world, the wasteland dragon lurks in blasted plains, deserts,
and rocky badlands.
*Wind
Fireborn.org
Wind dragons embrace the sky and rarely land. They are often slight of body and have larger wings
than other dragons.

* Denotes fanmade content, Fireborn.org website is down but can be reached here
http://web.archive.org/web/20080514004249/http://fireborn.org/index.php?cat=14
@ Denotes fanmade content, from an Obsidian portal campaign, found here:
https://fireborn-salt-lake-city.obsidianportal.com/wiki_pages/new-dragon-breeds
NOTE:
If a Lesser Breed does not have Alternate Form as a power listed, this may cause issues
with adventures or general campaign ideas in the Mythic Age.
Shapeshifting of Dragons is generally concidered an iconic abbility for all dragons, so a GM
might need to adapt their campaign specifically to their characters or exchange one of the
powers for Alternate Form as a House rule (Suggestions for this are mentioned)

New Outlooks
Scourge

(Fireborn.org)

All dragons are, to some extent, killing machines. With tooth and claw or powerful magics, a dragon is truly
devastating in battle. When a dragon is reborn, it goes through a primal stage, where it is animalistic,
existing to hunt and kill.
Some dragons retain a bit of this into their mature stage; others of this outlook simply revell in destruction,
for the scourge is the ultimate killing machine.
Unlike the warrior, who kills for honor, the scourge often kills on a whim or to be more precise, for the
sake of killing.
While not necessarily evil in the classic sense (the scourge may, after all, choose to limit its destruction to
legitimate targets, such as villains and brigands), the scourge does feed off of death in an almost literal
way, and rarely has anything resembling honor.

Scourge
Primary Skills;

Melee, Stamina, Stealth, Trickery, Will

Secondary Skills;

Athletics, Casting, Quickness, Ranged, Senses

Fighting Style Picks; 10

Spellhoarder

Spell Picks;

Hoard Level; 1

(Fireborn.org)

The spellhoarder is a dragon obsessed with magic; unlike the mystic, the spellhoarder seeks magical
knowledge not as a holistic quest for understanding, but as something more to be collected.
Eschewing material wealth, the spellhoarder collects rare manuscripts, formularies, and grimoires.
The spellhoarder can rarely match other dragons in any other arena, but when it comes to arcane lore, the
spellhoarder is as powerful as they come.

Spellhoarder
Primary Skills;

Casting, Ka, Knowledge (choose one), Research

Secondary Skills;

Craft (choose one), Will

Fighting Style Picks; 0

Trickster

Spell Picks;

24

Hoard Level; 2

(Fireborn.org)

The trickster is an ancient archetype; that there should be dragons willing to play the role is hardly
surprising.
Most trickster dragons seem to have some sort of relation to the fae; although this seems more a case of
like calling to like than any real connection.
The roles that a trickster plays vary; but being ancient and powerful creatures, the most common sort of
draconic trickster is the wise fool, where the dragon uses trickery and pranks to guide and manipulate his
companions without them ever suspecting he is capable of such deeds.
Of course, the game is more important to most tricksters than the prize, so many are just destructive (some
have caused civilizations to collapse).

Trickster
Primary Skills;

Interaction, Quickness, Senses, Stealth, Trickery, Will

Secondary Skills;

Casting, Ka, Knowledge (choose one), Travel

Fighting Style Picks; 4

Spell Picks;

Hoard Level; 3

New Dominant Breeds


Kin

(Fireborn.org)

Kin are bipedal dragons. Smaller than other dragons, they have basic humanoid forms with wings
emerging from their shoulders. They are the dragons most likely to use manufactured weapons and armor,
since they have fully functional hands.
Kin have a basic humanoid gait of Moderate. Their hands have short claws that are light weapons that
inflict 4 damage; claws on their feet make their kick attacks medium weapons that inflict 5 damage.
The bite attack of a kin is a light weapon that inflicts 6 damage. Smaller than normal dragons, kin are size 1
creatures. Their bipedal frame is also less bulky, meaning the kin has a 1 modifier to natural Armor (to a
minimum of 1). The humanoid form doesnt lend itself to graceful flight either; kin have a 1 modifier to
flight maneuverability (to a minimum of 1) and flying gait of moderate.
Scions with kin draconic forms who manage to reach Awakened Ranks and gain the ability to manifest
draconic traits do so with little modification. Manifesting the body trait gives a scion with a kin past life an
automatic success on Quickness and Stamina rolls.

Kin
Body Type;
Forelimb;

Bipedal
Light claws (4)

Land Gait:
Swim;

Moderate
-

Hindlimb;

Medium Claws (5)

Bite;

Light (6)

Flight; Moderate

Special;
Kin count as Size 1 creatures; -1 natural Armor (min 1), -1 Flight maneuverability (min 1)
Manifesting the Body trait gives 1 automatic success on Quickness and Stamina rolls.

Wurm

(Fireborn.org)

Wurms are even more snake-like than serpents.


Unlike most dragons, wurms have no limbs: no legs, no claws, and more importantly no wings.
Wurms cannot fly (not even spirit wurms) without some power that enables them to do so.
They have a land gait of slow, but a water gait of fast, with a water maneuverability of 6.
Furthermore, all wurms have the Earthstride power at level 1 as a natural trait.
Wurms have a powerful bite attack, a heavy weapon that inflicts 15 damage. In addition, the looping coils
of the wurm means that their bodies effectively give them the constricting tail trait even if they have another
tail trait (although they do not gain any bonus for having that tail trait).
Scions with wurm draconic forms who manage to reach Awakened Ranks and gain the ability to manifest
draconic traits do so with some modification. Since the wurm cannot fly and does not have wings, the scion
cannot manifest wings. Similarly, the scion cannot manifest claws of any sort. Manifesting the body trait
has the same result as for serpents (an automatic success on Quickness and Stealth tests). A wurm scion
without Earthstride can manifest it as a trait at a cost of 2 with a threshold of 3.

Wurm
Body Type;
Forelimb;

Serpentine
None

Land Gait:
Swim;

Slow
Flight; None
Fast (Manueverability 6)

Hindlimb;

None

Bite;

Heavy (15)

Special;
Earthstride power level 1 and Constricting Tail Trait (with no bonuses) as natural traits.
Scions cannot manifest wings, or claws. Manifesting body results in a serpentine body
(Gain 1 automatic success on Quickness/Stealth).
Wurm scions without Earthstride can manifest it as a trait at Cost 2, Threshold 3

Wyvern

(Fireborn.org)

Wyverns are built for flight. They have light frames, and their forelimbs form their wings, meaning wyverns
superficially resemble birds in basic body structure.
Unlike other dominant breeds, *all* wyverns can fly even dire wyverns (although dire wyverns do not fly
well).
Wyverns have a land gait of moderate, and walk on two legs (since they effectively have no
forelimbs). Build for speed, wyverns have an air gait of speedy (exception: dire wyverns, or other lesser
breeds not normally capable of flight, have an air gait of fast). Because of their aerial superiority, wyverns
gain a +1 bonus to air maneuverability (to a maximum of 6*; lesser breeds that normally do not fly gain a
maneuverability of 1).
Wyverns have powerful hind claws, which they normally use while flying. These are medium weapons that
do 9 damage. Their bite is a light weapon that does 6 damage. Wyverns have light frames, and have a 1
modifier to natural Armor (to a minimum of 1).
Scions with wyvern draconic forms who manage to reach Awakened Ranks and gain the ability to manifest
draconic traits do so with some modification. Wyvern scions cannot manifest foreclaws; furthermore, when
a wyvern scion manifests wings, these form from the scions arms. This gives an automatic +1 to
maneuverability for free, but the scion cannot hold anything more than a small item in their hands while
flying. (Spirit wyvern scions do not lose their arms when they manifest the ability to fly). Manifesting the
body trait grants an automatic success on Athletics and Quickness tests.
* As a house rule, the Game Master may choose to allow one reroll per aerial combat scene to dragons per
point of maneuverability over 6, otherwise treating it as 6.

Wyvern
Body Type;
Forelimb;

Bipedal
None

Hindlimb;

Land Gait:

Moderate

Flight; Speedy

Medium (9)

Bite;

Light (6)

Swim; None

Special;
Wyverns have light frames, and have a -1 to natural armor (minimum 1)
Scions cannot manifest foreclaws
Wings manifest as their arms giving a +1 maneuverability for free, but cannot hold anything more
then a small item in their hands while flying.
(spirit wyverns do not lose their arms when manifesting the abbility to fly).
Manifesting body trait, grants 1 automatic success in Athletics and Quickness.
* House rule, the GM may choose to allow one reroll per aerial combat scene to a scene per point
of maneuverability over 6 (otherwise treating it as 6).

New Lesser Breeds


Arcane Dragon

(Fireborn.org)

Arcane Dragons are creaturs of magic even moreso then its brethren. Their bodies crackling with arcane
energies giving them an unnatural rainbow colloured sheen.
Arcane Dragons often become masters of the arcane or transform their very breath into spells.

Arcane Dragon
Powers:
Alternate Form
Crushing Will
#Spell Engine
#Summoner
Any One

Traits:
Armor;
Flight;
Sense;
Skull;
Tail;
Misc;

4
4
Sight
Horned
Articulate
Bioluminescent

# New powers not described in the Players Handbook, given at the end of this document.

Faerie Dragon

(Fireborn.org)

Bridging the gap between dragons and the fae, faerie dragons have chosen to life among the fair folk
moreso than any other dragon.
As a result they are changed somewhat; becoming more like the fae they live among than the dragons
they once were. Many faerie dragons sport insect-like features, such as wings and antennae; others have
fae attitudes and are hard for even other dragons to understand. Most have at least one fae alternate form.

Faerie Dragon
Powers:
Alternate Form
Clarity
Rapport
#Unseen
Any One

Traits:
Armor;
Flight;
Sense;
Skull;
Tail;
Misc;

4
4
Hearing
Horned
Articulate
Any One

# Unseen is a power not normally available to Dragons, but often possesed by Faerie and its kin.
(Game Masters guide pg. 204, Given at the end of this document for ease of use.

Insectoid Dragon

(Obsidian portal, AlvinZimmerman)

Not all dragons are reptilian, some very few are born with insect characteristics. Beast insectoids may look
like giant beetles, Drakes like mantises, and serpents like moths..

Insectoid Dragon
Powers:
Ferocity
Metabolic Control
Skin of Stone
Mythic Leap
Instinct
(No choice of powers)

Traits:
Armor;
Flight;
Sense;
Skull;
Tail;
Misc;
Choose one;

4
6
Scent
Vicious (pincers, not teeth)
No Tail
Wallcrawler
Camouflage, Poison or Spined

*Houserule; Exchange Metabolic Control with Alternate Form, its often used in adventures.

Inter-Dimensional Dragon

(Obsidian portal, AlvinZimmerman)

Not all dragons originated here on earth, much less in our dimension.
Some mythic age scholars theorized that all creatures of Karma actually once came from a dimension
brimming with Karma, instead of evolving from Lizards on earth.
Regardless, these dragons have maintained the strange attributes which allowed them to thrive in other
dimensions. They often have legacies like Teleporter and Ghost Walker.

Inter-Dimensional Dragon
Powers:
Alternate Form
Heir of the Storm
#Phase Shift
Any two powers

Traits:
Armor;
Flight;
Sense;
Skull;
Tail;
Misc;

6
4
Sight
Horned
Articulate
Bioluminescent

# New power not described in the Players Handbook, given at the end of this document.

Inter-Stellar Dragon

(Obsidian portal, AlvinZimmerman)

Inter-Steller Dragons have the ability to travel through space.


Their powers and traits allow them to withstand the inhospitable-ness of space and travel for generations
with Metabolic Control. The dragon may have wings as a leftover genetic trait, but like the spirit dragon
they do not need them to fly.

Inter-Stellar Dragon
Powers:
Metabolic Control
Child of Fire OR Coldspawn
Skin of Stone
#Newtons Eye
Any One

Traits:
Armor;
Flight;
Sense;
Skull;
Tail;
Misc;

5
5
Sight
Gaping
Constricting
@Can resist intense pressure

# New Power not described in the Players Handbook, given at end of this document.
@ New Trait, Gives 1 automatic success on checks to resist extreme inward pressure of any kind.
*Houserule; Exchange Skin of Stone power with Alternate Form, as its a pwoer often used in
adventures. And generally concidered as a standard for all dragons.

Multi-Limbed Dragon

(Fireborn.org)

Not all dragons are built on the same model; some incorporate insectile or other strange features,
sometimes having multiple sets of wings or many legs. Some such dragons resemble centipedes, or even
dragonflies.
Most such dragons are common only in Asian and Middle Eastern folklore, but the possibilities are many
and varied.

Multi-Limbed Dragon
Powers:
Alternate Form
Gaze of the Predator
Instinct
Shadow Spinner
Any One

Traits:
Armor;
Flight;
Sense;
Skull;
Tail;
Misc;

8
2
Scent
*Special

* Beasts, Drakes, Serpents, and Wyverns gain either Extra Pair of Hind Limbs or Extra Pair of
Wings.
Kins gain Extra Pair of Hind Limbs.
Wurms gain either Extra Pair of Fore Limbs, Extra Pair of Hind Limbs, or Extra Pair of Wings.
Any multi-limbed dragon can take additional levels of Extra Pair of Hind Limbs, Extra Pair of Fore
Limbs, or Extra Pair of Wings; however, each such trait taken reduces Armor by 1.
The normal rules for Extra Limbs apply.

Seraphic Dragon

(Obsidian portal, AlvinZimmerman)

Angelic dragons. These dragons often have white feather-like wings, and have a serene aura surrounding
them which command respect and awe in most mortals in their presence, and are often highly calmly
voiced and highly charismatic.

Seraphic Dragon
Powers:
Alternate Form
#Gift of Tongues
Nobility OR #Awe-inspiring
Crushing Will, Rapport OR #Silver Tongue
Any One

Traits:
Armor;
Flight;
Sense;
Skull;
Tail;
Misc;

2
5
Hearing
None, No Bite attack
Articulate
Bioluminescent

# New powers not described in the Players Handbook, given at the end of this document.

Shadow Dragon

(Fireborn.org)

Lurking in darkness and the night, shadow dragons are as fleeting as their namesakes.
Rare and grim, shadow dragons are typically dark grey or black. Some dragons have a shadowy body that
appears in constant motion or alternates collours constantly..

Shadow Dragon
Powers:
Alternate Form
Crushing Will
#Manifest
Shadow Spinner
Any One

Traits:
Armor;
Flight;
Sense;
Skull;
Tail;
Misc;
Misc;

2
5
Sight
Vicious
Articulate
Camouflage
#Ephermal

# Manifest and the Ephermal Trait are in the GMs Guide pg 203/201
Ephermal;
Ephemeral creatures are not consistently part of our normal reality.
An ephemeral creature is unseen, unheard, and unfelt. It is, in fact, completely separate from the
physical world. It can pass through walls, is completely invisible, and is immune to harm.
On the other hand, it cannot feel, see, or touch anything in the physical world, either. It is
completely disconnected.
The only way an ephemeral creature can change this state is to use the Manifest power.
Non-manifested ephemeral creatures may be viewed by those using the Second Sight spell, or
their presence detected by making a Ka test TH 10 minus the creatures APL (min 1).
Since Ephemeral is a trait, the shadow dragon's Alternate Forms are *not* necessarily
ephemeral. It should be possible for any other dragon to also take ephemeral alternate forms.
!NOTE: Alternative Non-Ephermal Shadow Dragon
Ephermal as a trait can be very tricky to deal with, and may not fit in every game.
In my personal game I removed the ephermal trait, and exchanged Manifest with the
Distant Mind or Malleablepower.

Swamp Dragon

(Fireborn.org)

As the forest dragons are the lords of the forest, so too do the swamp dragons rule the fens and marshes of
the Mythic Age. Adapted for moving into and out of water, often dripping with slime, swamp dragons often
have dark coloration for hiding in the shadowed depths of bogs and bayous.
Like the forest dragons, swamp dragons are rather territorial, and they rarely tolerate intruders.

Swamp Dragon
Powers:
Alternate Form
Crushing Will
Rapport
#Shadow Spinner
Any One

Traits:
Armor;
Flight;
Sense;
Skull;
Tail;
Misc;
Misc;

6
3
Sight
Gripping
Sweeping
Aquatic
Venomous

Undead Dragon

(Obsidian portal, AlvinZimmerman)

Any dragon that dies is reincarnated again after a few years, however sometimes that is not soon enough.
Undead dragons are the reanimated version of their previous selves through a magic ritual or other power.
They maintain the draconic traits of their previous form, but as a result of the ritual they gain new powers, at
the sacrifice of many of their old powers.

Undead Dragon
! First you must Choose 1 other Minor Breed as your base Dragon,
then apply the following to replace the normal powers available
Powers:
Metabolic Control
Ferocity
Crushing Will
Choose 2 powers your base Dragon had

Traits:
Traits are as Base Dragon, but add Misc trait;
Misc; Venomous*

*As a houserule can opt to exchange one Misc trait with venomous instead (remove a Tail or Skull
Trait if no Misc Trait is available)

Wasteland Dragon

(Fireborn.org)

Inhabiting the desolate places of the world, the wasteland dragon lurks in blasted plains, deserts, and rocky
badlands. Despite the opinions humans have of such regions, the wasteland dragon would have it no other
way there is adequate prey in such regions, and these dragons are fairly solitary and territorial.

Wasteland Dragon
Powers:
Alternate Form
Earthstride
Ferocity
Rapport
Any One

Traits:
Armor;
Flight;
Sense;
Skull;
Tail;
Misc;

Wind Dragon

8
2
Hearing
Vicious
Articulate
Wallcrawler

(Fireborn.org)

Wind dragons embrace the sky and rarely land. They are often light of body and have larger wings than
other dragons. Some Wind Dragons even incorporate feathers and a bird like appearance, while others
look more like regular dragons in appearance.
Even without wings (such as wind wurms, or in alternate forms), their love of the sky allows them to take
flight.

Wind Dragon
Powers:
Alternate Form
#Flight
Heir of the Storm
Instinct
Any One

Traits:
Armor;
Flight;
Sense;
Skull;
Tail;

4
6
Sight
Gripping
Constricting

# New power not described in the Players Handbook, given at the end of this document.

New Powers
The following powers are either from the GMs guide, or fan-made powers, which may appear on some of
the Minor Breeds found in this document.

Awe Inspiring

(Obsidian portal, AlvinZimmerman)

The Scion/dragon is either beautiful, majestic, or absolutely hideous.


In any event, he gains the mental or physical action inspire awe, which forces individuals to look towards
the Scion (and perhaps away from one of your allies, or away from their computer screen, etc).
The length at which they are forced to look is on the chart below. Additionally, the Scion gains particular
benefits depending on whether they are beautiful, majestic, or hideous.

Awe Inspiring
Choose if your dragon is either Beautiful, Majestic or Hideous and gain the listed benefit;
Beautiful; Gain 1 Automatic Success with interaction tests
Majestic; Gain 1 Automatic Sucess with Leadership tests
Hideous; Gain 1 Automatic Success with Intimidation tests
Rank 1 Inspire Awe works on only 1 person for 5 Seconds
Rank 2 Inspire Awe affects up to 5 people for 10 seconds
Rank 3 Inspire Awe affects up to 10 people for 15 seconds
In addition the Scion may make one additional choice of appearance, but gains only the
benefit of one of them. Switching between either one, but cannot manifest both at the
same time.
Rank 4 Inspire Awe affects up to 25 people for 30 seconds.
Inspire Awe No longer requires a mental action
Rank 5 Inspire Awe affects everyone within eyesight for up to 30 seconds.
The Scion may now manifest any of the three appearances and gain its benefits, but only
one at a time
Targets are only partially hypnotized from the effect. They are forced to keep looking at the
Scion during the time limit and any stealth rolls by allies will have a high THs to resist, but any
threat to their well-being or any obvious attempt to disadvantage them in some way will cancel
the effect.

Flight

Fireborn.org

You can fly without wings. By force of will alone, you can carry your body aloft and fly as if you had
wings. Normally, a character that has wings has no need of this power, but if a character with wings takes
this power, the character can fly without wings (if the characters wings are bound or injured).
While flying with wings, the characters gait is the higher of that granted by wings or that granted by this
power, and the characters maneuverability is the higher of the two +1 (to a maximum of 6*).

Flight
Rank 1 You have a Flying Gait of Sluggish, and Manueverability of 1
Rank 2 You have a Flying Gait of Slow, and Manueverability of 2
Rank 3 You have a Flying Gait of Moderate, and a Manueverability of 3
Rank 4 You have a Flying Gait of Fast, and a Manueverability of 4
Rank 5 You have a Flying Gait of Speedy, and a Manueverability of 6
*As a Houserule, Flight power may be used as a prequisite for the Telikinetic Legacy
**Houserule; GM may choose to allow 1 reroll for every manueverability over 6, otherwise treating
it as 6.

Gift of Tongues

(Obsidian portal, AlvinZimmerman(?)

You have the gift of Tongues, the supernatural abbility to be understood no matter what language you
speak Your soothing voice speaks directly to ones heart, whether to inspire, impress or intimidate.

Gift of Tongues
Creatures you use this power on will always understand you, regardless of language barrier.
Even creatures that not neccesarily have a language of their own.
Rank 1 You gain 1 automatic success in any Social interaction, Intimidate or Leadership tests.
Can only speak to a single creature and be understood at a time.
Rank 2 You gain 2 automatic successes in any Social Interaction, Intimidate or Leadership tests
Can Speak to up to 5 Creatures at a time.
Rank 3 You gain 3 automatic successes in any Social Interaction, Intimidate or Leadership tests
Can speak up to 10 creatures at a time as a Free action
Rank 4 You gain up to 4 automatic successes in any Social Interaction, Intimidate or Leadership
tests. Can speak and be understood to 25 creatures in eyesight at once as a free action
Rank 5 You gain up to 5 Automatic successes in any Social interaction, Intimidate, or Leadership
tests, speaking to all creatures in eyesight at once as a Free action.
*This Power is only mentioned, but not actually found on the Obsidian portal page.
Note; This power allows one to be understood by any creature, despite language barrier or need
of any known language available to the creature. It does not, however force the creature to listen
or follow your requests. Likewise creatures in combat may require a reason to stop and listen.

Malleable

(Game Masters Guide pg. 203)

A malleable creature can alter its shape reflexively in order to fit through passages or spaces that would
normally be too small for its bulk.
It cannot otherwise alter its form into a specific shape, though its body may constantly shift and ooze
regardless of its intentions.

Malleable
You gain the Squeeze mental action.
For the rest of the turn, some or all of your body may move through a closed-in space as if you
were a smaller size.
For each rank you have in this power, you may fit through a space up to two size categories
smaller than you. If more than half of your body is in the smaller space, you are considered to be
that spaces size when determining the results of physical moves or actions.
If half or less of your body is in the smaller space, you are considered to be your normal size when
determining the results of physical moves or actions.
Some actions may become impossible while Squeezing.
*This Power is not normally available to Player Characters, but on GMs discretion may be allowed
to some or all types of dragons depending on their nature.

Manifest

(Game Masters Guide pg. 203)

Manifest is a power only available to ephemeral creatures. The use of this power is one of the only ways
that an ephemeral creature can connect to and interact with the physical world.

Manifest
Choose one of the following senses: sight, sound, or touch.
You may use the Manifest action to bring that aspect of yourself into contact with the physical
world;
Sight allows you to see the physical world, as well as allowing non-ephemeral creatures to see
you.
Sound allows you to hear sounds in the physical world, as well as allowing non-ephemeral
creatures to hear you.
Touch allows you to move and affect things in the physical world, while also allowing nonephemeral creatures to touch and affect (and damage) you.
You may also use the Manifest action to remove that sense from the physical world.
Rank 1 You gain Manifest as a Full-Turn action with only 1 sense of choice.
Rank 2 Choose an additional sense to be able to manifest.
You may still only manifest one sense per turn.
Rank 3 You may manifest two senses on the same turn.
Rank 4 You can manifest all three senses, but may still only manifest two senses per turn
Rank 5 You can manifest all three senses on the same turn
*This Power is not normally available to Player Characters, but is required for a Shadow Dragon
to interact with the physical world if Ephermal.
If you allow this power, you may want to allow all dragons to use Alternate Form to choose
Ephermal forms to change into, or allow the power to work in reverse (to affect ephermal
creatures)

Newtons Eye

(Obsidian portal, AlvinZimmerman)

Newtons eye is the power to manipulate the very laws of gravity, generally only achieved by those beings
with a thorough understanding of the mysteries of the universe.

Newtons Eye
You may use Manipulate Gravity as a Mental action, to increase or decrease the effects of
gravity within a gven area equal to 2 x (Air+Earth) Square Feet in the shape he wishes.
By doing so, it affects the moving and jumping distances, as well as the lifting/carrying capacity of
those within the area.
Rank 1 Your manipulation changes the jumping and carrying capacity, increasing to 1.5x or
deminished to 0.5x the normal values.
Rank 2 You can multiply the jumping distance by 2x
Rank 3 You can multiply the Jumping capacity to 3x,
and either increase or decrease the speed gait by 1
Rank 4 Can increase Jumping distance to 4x,
Increase or decrease speed gait by 1, Add or substract 1 to the base Fire and Water scores
of those within the area of effect.
Rank 5 You have mastered Gravity to such an extend, you may choose to affect a single target if
you choose to do so, rather then an area of effect.

Phase Shift

(Obsidian portal, AlvinZimmerman)

Dragons who have mastered their control over realities can shift between realities for brief periods of time,
becomign untangible generally long enough to avoid attacks.
The Scion may shift out of reality as a response to an attack, allowing the weapon to simply pass through
him.

Phase Shift
You may use Phase Shift as a defensive action which can be used against any kind of attack.
Phase Shift can be used as many times in a defense sequence as you have ranks in this power.
Rank 1 You gain the Phase Shift action as a defensive move
Rank 2 You gain 1 automatic success on any test where you use Phase Shift
Rank 3 You may now use repositioning moves in addition to using Phase Shift as defense.
Allowing you to move while you Phase Shift to pass through an enemy as he attacks you.
Rank 4 You may use a Phase Shift and a Ready action at the same time, alowing attacks right
after a Defense.
Rank 5 You may now use Phase shift and Power at the same time as a single move.

Silver Tongue

(Obsidian portal, AlvinZimmerman)

You talk with a soothing and convincing voice, making it hard for others to not believe your words or be
tempted by your tricks. Whether for good or ill, your words come off as utmost convincing, and are hard for
others to easily dismiss.

Silver Tongue
During a test used for persuasion, you may choose one of two following effects;
- Benefit of the Doubt;
The target gives you the benefit of the doubt, and will listen to your whole speech, regardless of
predisposition. Negative emotions remain, but the target will not interrupt your speech (though
will still defend himself if attacked).
At Rank 1 3; Target can snap out of this trance with any significant outside distraction. (someoen
yelling for him, a gunshot etc.)
At Rank 4-5; Nothing will allow the target to stop listening, short of defending himself from
bodily harm.
- Charmer;
During the persuasion attempt, you may choose one emotion to be forgotten during the
conversation, lowering the TH of the interaction test by 1 for each level in this power.
Level 1-3; The emotion may not bet he primary emotion the target is feeling.
Level 4-5; You may chosoe a primary emotion tob e forgotten fort he duration.
The amount of people affected is the rank in this power squared (1/4/9/12/25). At level 5, you can
choose to use both of the above effects at the same time, but onyl against 1 target.
While using this power, you may not use any other action.

Spell Engine

(Fireborn.org)

Your blood boils not with fire but magic; casting spells is as natural to you as breathing.
Magical power seeps from your pores, and you whisper words of power as you sleep.
More than any other dragon, you are a creature of magic.

Spell Engine
You may use Manipulate Gravity as a Mental action, to increase or decrease the effects of
gravity within a gven area equal to 2 x (Air+Earth) Square Feet in the shape he wishes.
By doing so, it affects the moving and jumping distances, as well as the lifting/carrying capacity
of those within the area.
Rank 1 You stage down damage caused by your overkill successes to 7 per overkill success.
Furthermore, the character can continue building a spell even after meeting the
Threshold in order to channel the other successes into casting options or to fuel the
higher level effects of this power.
Rank 2 You stage down damage caused by your overkill successes to 5 per overkill success.
However, anyone in physical contact with you when you cast a spell and generate overkill
successes takes 1 point of damage per overkill success (this does not include any that are
used to power casting options). This energy may damage your clothing or equipment,
but does not affect you.
Rank 3 You stage down damage caused by your overkill successes to 3 per overkill success.
- You gain access to the Mana Eruption mental action.
This move causes coruscating bolts of magical energy to play across your body, which
grants you 1 automatic success when using the Intimidate action.
Once activated, Mana Eruption lasts for one scene.
Rank 4 You no longer take damage from overkill successes.
However, anyone in physical contact with you when you cast a spell and generate overkill
successes takes 3 points of damage per overkill success (this does not include any that
are used to power casting options). This energy may damage your clothing or
equipment, but does not affect you.
- You may now use Mana Eruption tof lood the area with magical energies, making it
easier dangerously so for casters to cast their spells.
You must first build up the energies to a maximum of turns equal to your Air score. When
you release the energies as a mental action, an area equal to 10 foot +10 for every turn
spend gathering energies is filled with arcane energy.
Anyone casting a spell within the area has their casting threshold lowered by 1 for each
turn spend gathering energy.
Rank 5 Instead of taking damage from overkill successes, each overkill success you generte
now heals 1 minor wound.
However, anyone in physical contact with you, now takes 5 damage per overkill success
(this does not include any that are used to power casting options, but it does include any
that are used to heal). This energy may damage your clothing or equipment, but does
not affect you.

Summoner

(Fireborn.org)

A creature with the summoner power can call forth creatures from other realms of existence.
Commonly called creatures include primordials, fae, and unliving creatures, although just about anything
can be called. When the creature is slain or this power ends, the creature returns from whence it came.

Summoner
You gain the Summon Mental action;
Make an Air (Ka) test, with a TH of half the creatures APL (rounded up) + 5.
Local Karma rating substracts from the final TH, while Taint will increase the TH.
(For Tainted summoners reverse the relationship)
A summoned creature will appear in the next round of initiative.
You can only summon generic members of a given species or race.
However if you have a personal belonging of a specific creature (like an item a shade ocne
possesed in live, or a token given by the creature) you may be able to summon a specific
creature, in which case its resisted with a Earth (Will) action. (It can forego this, if willing)
Rank 1 You can summon up to an APL 2 creature.
A summoned creature remains for five combat rounds.
Rank 2 You can summon up to an APL 4 creature.
A summoned creature remains for an entire scene; a combat scene or a narrative scene.
Rank 3 You can summon up to an APL 6 creature.
A summoned creature remains for a day, or until it has completed its task, whichever
comes first.
Rank 4 You can summon up to an APL 8 creature.
A summoned creature remains for a year and a day, or until it has completed its task,
whichever comes first.
Rank 5 : You can summon up to an APL 10 creature.
A summoned creature remains until it has completed its task or it perishes, whichever
comes first

Unseen

(Game Masters Guide pg. 204)

The ability to remain unseen is among the most useful powers.


An enchantment surrounds an unseen creature at all times, making it difficult for natural beings to sense
them in any way. Animals can see, smell, or hear the unseen clearly, however, a fact that has permeated
many fairy tales and folk stories in which dogs howl and cats arch their backs and spit at unseen prowlers
in the night.

Unseen
Unseen leave no tracks and cannot be recorded by any media, whether photographic or digital.
Rank 1 Natural beings simply do not see you. They may notice something or someone, but their
minds are befuddled by this power to make them think that it is an object, someone that
should be there normally, or just their imaginations.
The effects of your actions, like objects that are moved or doors that are opened, seem to
happen of their own accord.
Natural animals can still sense your presence, and supernatural creatures can notice you
by making an Earth (Ka) test 2 the first time they have a chance to notice you in a scene.
Creatures that succeed at this test do not need to test again for the rest of the scene.
If a supernatural creature does not notice you, he may attempt to spot you each turn by
making an Air (Ka) test 2 as a mental action.
Rank 2 Natural animals cannot smell you, and the TH for supernatural creatures to detect you
increases to 4.
Rank 3 Natural animals cannot hear you, and the TH for supernatural creatures to detect you
increases to 6.
Rank 4 Natural animals cannot see you or detect you in any way, and the TH for supernatural
creatures to detect you increases to 8.
Rank 5 The TH for supernatural creatures to detect you increases to 10.
Note; Unseen is not normally available to PCs, but it is very appropiate to Faerie Dragons,
concidering Unseen is normally only possessed by Faerie creatures.

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