firey embers v1
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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
The Firey EmbersKeep the fire burning
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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 Fireborn PG p.61
These duty-bound dragons protect their sacred charges with their lives.
Hoarder Fireborn PG p.61
Lust for treasure guides the hoarders every thought and deed.
Mediator Fireborn PG p.62
Mediators are self-appointed distributors of wisdom and justice.
Mystic Fireborn PG p.62The mystic taps the essence of karma and magic.
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
http://web.archive.org/web/20080312192726/http:/fireborn.org/index.php?cat=30http://web.archive.org/web/20080312192726/http:/fireborn.org/index.php?cat=30http://web.archive.org/web/20080312192726/http:/fireborn.org/index.php?cat=30 -
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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.orgKin 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, meaningwyverns 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
http://web.archive.org/web/20080312192655/http:/fireborn.org/index.php?cat=13http://web.archive.org/web/20080312192655/http:/fireborn.org/index.php?cat=13http://web.archive.org/web/20080312192655/http:/fireborn.org/index.php?cat=13 -
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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.
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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.68These 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)
http://web.archive.org/web/20080514004249/http:/fireborn.org/index.php?cat=14http://web.archive.org/web/20080514004249/http:/fireborn.org/index.php?cat=14https://fireborn-salt-lake-city.obsidianportal.com/wiki_pages/new-dragon-breedshttps://fireborn-salt-lake-city.obsidianportal.com/wiki_pages/new-dragon-breedshttps://fireborn-salt-lake-city.obsidianportal.com/wiki_pages/new-dragon-breedshttp://web.archive.org/web/20080514004249/http:/fireborn.org/index.php?cat=14 -
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New OutlooksScourge (Fireborn.org)All dragons are, to some extent, killing machines. With tooth and claw or powerful magics, a dragon is trulydevastating 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 thesake of killing.While not necessarily evil in the classic sense (the scourge may, after all, choose to limit its destruction tolegitimate targets, such as villains and brigands), the scourge does feed off of death in an almost literalway, and rarely has anything resembling honor.
Spellhoarder (Fireborn.org)
The spellhoarder is a dragon obsessed with magic; unlike the mystic, the spellhoarder seeks magicalknowledge 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, thespellhoarder is as powerful as they come.
Trickster (Fireborn.org)
The trickster is an ancient archetype; that there should be dragons willing to play the role is hardlysurprising.Most trickster dragons seem to have some sort of relation to the fae; although this seems more a case oflike calling to like than any real connection.The roles that a trickster plays vary; but being ancient and powerful creatures, the most common sort ofdraconic trickster is the wise fool, where the dragon uses trickery and pranks to guide and manipulate hiscompanions 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 (somehave caused civilizations to collapse).
Scourge
Primary Skills; Melee, Stamina, Stealth, Trickery, Will
Secondary Skills; Athletics, Casting, Quickness, Ranged, Senses
Fighting Style Picks; 10 Spell Picks; 6 Hoard Level; 1
Spellhoarder
Primary Skills; Casting, Ka, Knowledge (choose one), Research
Secondary Skills; Craft (choose one), Will
Fighting Style Picks; 0 Spell Picks; 24 Hoard Level; 2
Trickster
Primary Skills; Interaction, Quickness, Senses, Stealth, Trickery, Will
Secondary Skills; Casting, Ka, Knowledge (choose one), Travel
Fighting Style Picks; 4 Spell Picks; 8 Hoard Level; 3
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New Dominant BreedsKin (Fireborn.org)Kin are bipedal dragons. Smaller than other dragons, they have basic humanoid forms with wingsemerging 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 thatinflict 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 1creatures. Their bipedal frame is also less bulky, meaning the kin has a1 modifier to natural Armor (to aminimum of 1). The humanoid form doesnt lend itself to graceful flight either; kin have a1 modifier toflight 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 manifestdraconic traits do so with little modification. Manifesting the body trait gives a scion with a kin past life anautomatic 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 coilsof the wurm means that their bodies effectively give them the constricting tail trait even if they have anothertail 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 manifestdraconic traits do so with some modification. Since the wurm cannot fly and does not have wings, the scioncannot manifest wings. Similarly, the scion cannot manifest claws of any sort. Manifesting the body traithas the same result as for serpents (an automatic success on Quickness and Stealth tests). A wurm scionwithout Earthstride can manifest it as a trait at a cost of 2 with a threshold of 3.
Kin
Body Type; Bipedal
Forelimb; Light claws (4) Hindlimb; Medium Claws (5) Bite; Light (6)
Land Gait: Moderate Flight; Moderate
Swim; -
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
Body Type; Serpentine
Forelimb; None Hindlimb; None Bite; Heavy (15)
Land Gait: Slow Flight; None
Swim; Fast (Manueverability 6)
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
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Wyvern (Fireborn.org)Wyverns are built for flight. They have light frames, and their forelimbs form their wings, meaning wyvernssuperficially resemble birds in basic body structure.Unlike other dominant breeds, *all* wyverns can flyeven dire wyverns (although dire wyverns do not flywell).Wyverns have a land gait of moderate, and walk on two legs (since they effectively have noforelimbs). Build for speed, wyverns have an air gait of speedy (exception: dire wyverns, or other lesserbreeds 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 amaneuverability of 1).Wyverns have powerful hind claws, which they normally use while flying. These are medium weapons thatdo 9 damage. Their bite is a light weapon that does 6 damage. Wyverns have light frames, and have a1modifier to natural Armor (to a minimum of 1).
Scions with wyvern draconic forms who manage to reach Awakened Ranks and gain the ability to manifestdraconic traits do so with some modification. Wyvern scions cannot manifest foreclaws; furthermore, whena wyvern scion manifests wings, these form from the scions arms. This gives an automatic +1 tomaneuverability for free, but the scion cannot hold anything more than a small item in their hands whileflying. (Spirit wyvern scions do not lose their arms when they manifest the ability to fly). Manifesting thebody 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 perpoint of maneuverability over 6, otherwise treating it as 6.
Wyvern
Body Type; Bipedal
Forelimb; None Hindlimb; Medium (9) Bite; Light (6)
Land Gait: Moderate Flight; Speedy 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).
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New Lesser BreedsArcane Dragon (Fireborn.org)Arcane Dragons are creaturs of magic even moreso then its brethren. Their bodies crackling with arcaneenergies giving them an unnatural rainbow colloured sheen.Arcane Dragons often become masters of the arcane or transform their very breath into spells.
Faerie Dragon (Fireborn.org)Bridging the gap between dragons and the fae, faerie dragons have chosen to life among the fair folkmoreso than any other dragon.As a resultthey are changed somewhat; becoming more like the fae they live among than the dragonsthey once were. Many faerie dragons sport insect-like features, such as wings and antennae; others havefae attitudes and are hard for even other dragons to understand. Most have at least one fae alternate form.
Insectoid Dragon (Obsidian portal, AlvinZimmerman)
Not all dragons are reptilian, some very few are born with insect characteristics. Beast insectoids may looklike giant beetles, Drakes like mantises, and serpents like moths..
Faerie Dragon
Powers: Traits:
Alternate Form Armor; 4
Clarity Flight; 4
Rapport Sense; Hearing
#Unseen Skull; Horned
Any One Tail; Articulate
Misc; 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.
Arcane Dragon
Powers: Traits:
Alternate Form Armor; 4
Crushing Will Flight; 4
#Spell Engine Sense; Sight
#Summoner Skull; Horned
Any One Tail; Articulate
Misc; Bioluminescent
# New powers not described in the Players Handbook, given at the end of this document.
Insectoid Dragon
Powers: Traits:
Ferocity Armor; 4
Metabolic Control Flight; 6
Skin of Stone Sense; Scent
Mythic Leap Skull; Vicious (pincers, not teeth)
Instinct Tail; No Tail
(No choice of powers) Misc; WallcrawlerChoose one; Camouflage, Poison or Spined
*Houserule; Exchan e Metabolic Control with Alternate Form, its often used in adventures.
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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 dimensionbrimming with Karma, instead of evolving from Lizards on earth.Regardless, these dragons have maintained the strange attributes which allowed them to thrive in otherdimensions. They often have legacies like Teleporter and Ghost Walker.
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 generationswith Metabolic Control. The dragon may have wings as a leftover genetic trait, but like the spirit dragonthey do not need them to fly.
Inter-Stellar Dragon
Powers: Traits:
Metabolic Control Armor; 5
Child of Fire OR Coldspawn Flight; 5
Skin of Stone Sense; Sight
#Newtons Eye Skull; Gaping
Any One Tail; Constricting
Misc; @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.
Inter-Dimensional Dragon
Powers: Traits:
Alternate Form Armor; 6
Heir of the Storm Flight; 4
#Phase Shift Sense; Sight
Any two powers Skull; Horned
Tail; Articulate
Misc; Bioluminescent
# New power not described in the Players Handbook, given at the end of this document.
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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 evendragonflies.Most such dragons are common only in Asian and Middle Eastern folklore, but the possibilities are manyand varied.
Seraphic Dragon (Obsidian portal, AlvinZimmerman)Angelic dragons. These dragons often have white feather-like wings, and have a serene aura surroundingthem which command respect and awe in most mortals in their presence, and are often highly calmly
voiced and highly charismatic.
Multi-Limbed Dragon
Powers: Traits:
Alternate Form Armor; 8
Gaze of the Predator Flight; 2
Instinct Sense; Scent
Shadow Spinner Skull; -
Any One Tail; -
Misc; *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
Powers: Traits:
Alternate Form Armor; 2
#Gift of Tongues Flight; 5
Nobility OR #Awe-inspiring Sense; Hearing
Crushing Will, Rapport OR #Silver Tongue Skull; None, No Bite attack
Any One Tail; Articulate
Misc; Bioluminescent
# New powers not described in the Players Handbook, given at the end of this document.
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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, atthe sacrifice of many of their old powers.
Wasteland Dragon (Fireborn.org)Inhabiting the desolate places of the world, the wasteland dragon lurks in blasted plains, deserts, and rockybadlands. Despite the opinions humans have of such regions, the wasteland dragon would have it no otherwaythere is adequate prey in such regions, and these dragons are fairly solitary and territorial.
Wind Dragon (Fireborn.org)Wind dragons embrace the sky and rarely land. They are often light of body and have larger wings thanother dragons. Some Wind Dragons even incorporate feathers and a bird like appearance, while otherslook 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.
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: Traits:
Metabolic Control Traits are as Base Dragon, but add Misc trait;
Ferocity Misc; Venomous*
Crushing Will
Choose 2 powers your base Dragon had
*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)
Wind Dragon
Powers: Traits:
Alternate Form Armor; 4
#Flight Flight; 6
Heir of the Storm Sense; Sight
Instinct Skull; Gripping
Any One Tail; Constricting
# New power not described in the Players Handbook, given at the end of this document.
Wasteland Dragon
Powers: Traits:
Alternate Form Armor; 8
Earthstride Flight; 2Ferocity Sense; Hearing
Rapport Skull; Vicious
Any One Tail; Articulate
Misc; Wallcrawler
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New PowersThe following powers are either from the GMs guide, or fan-made powers, which may appear on some ofthe 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 particularbenefits depending on whether they are beautiful, majestic, or hideous.
Flight Fireborn.orgYou can fly without wings. By force of will alone, you can carry your body aloft and fly as if you hadwings. 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 thispower, and the characters maneuverability is the higher of the two +1 (to a maximum of 6*).
Awe Inspi ring
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 SecondsRank 2 Inspire Awe affects up to 5 people for 10 seconds
Rank 3 Inspire Awe affects up to 10people 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
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.
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Gift of Tongues (Obsidian portal, AlvinZimmerman(?)You have the gift of Tongues, the supernatural abbility to be understood no matter what language youspeak Your soothing voice speaks directly to ones heart, whether to inspire, impress or intimidate.
Malleable (Game Masters Guide pg. 203)A malleable creature can alter its shape reflexively in order to fit through passages or spaces that wouldnormally be too small for its bulk.
It cannot otherwise alter its form into a specific shape, though its body may constantly shift and oozeregardless of its intentions.
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
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 whendetermining 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 t es of dra ons de endin on their nature.
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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 waysthat an ephemeral creature can connect to and interact with the physical world.
Newtons Eye (Obsidian portal, AlvinZimmerman)Newtons eye is the power to manipulate the very laws of gravity, generally only achieved by those beingswith a thorough understanding of the mysteries of the universe.
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 non-
ephemeral 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 ephermalcreatures)
Newtons Eye
You may use Manipulate Gravityas 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 ofthose 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
ou choose to do so, rather then an area of effect.
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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 throughhim.
Silver Tongue (Obsidian portal, AlvinZimmerman)You talk with a soothing and convincing voice, making it hard for others to not believe your words or betempted by your tricks. Whether for good or ill, your words come off as utmost convincing, and are hard forothers to easily dismiss.
Phase Shif t
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 Shiftaction 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 Shiftas 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 Shiftand a Readyaction at the same time, alowing attacks right
after a Defense.
Rank 5 You may now use Phase shiftand Powerat the same time as a single move.
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 forgottenduring 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.
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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 Gravityas 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 areused 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 thatare used to power casting options). This energy may damage your clothing or
equipment, but does not affect you.
- You may now use Mana Eruptiontof 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 genertenow 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.
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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 anythingcan be called. When the creature is slain or this power ends, the creature returns from whence it came.
Summoner
You gain the SummonMental 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
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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 sensethem in any way. Animals can see, smell, or hear the unseen clearly, however, a fact that has permeatedmany fairy tales and folk stories in which dogs howl and cats arch their backs and spit at unseen prowlersin 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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