Dragon
Clan Warrior,
(Dragon
Warrior for short),
by
Baron Sengir
Members of one of the two Dragon Clans are people who
have magnificent powers: they can change into different Draconians (Dragon kin),
but their greatest acheivement is gaining the power of Agni or Anfini, both
Great Dragon forms.(It depends on the choice of Clan which form one will get.)
As said, there are two Dragon Clans, the Light Dragons and the Dark Dragons,
these clans are each others nemesis, not as the name might imply, that Light
Dragons are good and Dark Dragons evil. A clan member will kill a nemesis clan
member on sight, there are practicly no exceptions. There are no Dragon Clan
guilds, but whole towns that are aligned to one Clan, several such towns exist
on both sides. For one to join he/she must be a member of a Dragon Clan familly;
familly through weddings don't count, but children from such a marriage do. If
one should choose to become a Dragon Warrior, he/she must first choose which
clan he/she'll join (Light or Dark) and also live up to the family name they
have. (Must be chosen as a surname.) The Dragon Warrior Clans are secretive
groups that roam the country, as Drakes do, because the Clan is based on family
lineage, only a few are around, and they have also another goal before they die,
other than protecting their Leader and doing his biddings: get married and
ensure offspring.
Racial Restrictions: Ork, Troll, Windling, Dwarf.
The reason why Obsidimen, Elves, Human and T'skrang are
Dragon Warriors is plain and simple:
HISTORY....
As one might know, the Dragons are the oldest of
Namegiver Races and also Namemakers, for they named themselves. Long, very long
before the Scourge started the Dragons decided they wanted to ensure peace, a
group of skilled warriors with magical powers was created, that's how the Dragon
Warriors came to mind, as a group that would ensure peace.
Now the Dragons had to choose which races would be most
suitable. So they went out to look what the world had to offer; Orks and Trolls
were, at this time, still cave-dwelling savages so they were unsuitable;
Windlings were 1) too small, 2) had no real idea of social structure or loyalty,
so they also were out of the race; Dwarves lived in subterranean miner-city and
barely got out those days and thus had too little knowledge of "the
Outside". Well T'skrang were, of course, in, they were in early stages of
sophistication and had scales; Elves were already very sophisticated at that
time and so were Humans; Obsidimen, the Dragons said, must have always been
civilized, at least they were (very likely) the first after Dragons.
Thus the Dragons chose outstanding members of each
"Chosen Race", male and female, took them to a mountain area with
several communities near each other. There they were trained the art of battle,
taught the some about Dragons, a lot about history and they learned special
magical skills which allowed them to "shift" into Draconians.
After they were trained and their children's children
were trained they made some more towns in the nearby area. Long did they live in
peace, waiting for the Dragons to "use" them, until that fateful
day.... On one day a particulary big group of Clan members set out, 'a picknick
in the mountains', they claimed. They really went to a nearby Great Dragon, once
there they convinced him, that in order to keep peace they would need greater
powers. The Dragon thought for a moment and then granted them their ultimate
form: THE ANFINI.
When the others found out about this they went to the
Council of Great Dragons, there they told about this treachery. The Council
consulted for several hours and decided that they would give the Dragon Warriors
their own super form: THE AGNI. After
this, they swore to defeat "the traitors" (in their eyes) and restore
balance once again.
This is how the Ligt (Agni) and Dark (Anfini) Dragons
came to be. Each had a Great Dragon who would lead them (the Council appointed
one the Light Dragons), the Great Dragons took on a Namegiver-like form for the
purpose of actively leading their Clan; the Dark Dragon Leader appears as a 10'
tall sturdy built male in black-clad armor; the leader of the Light Dragons
appears as a 10' tall male with a Obsidiman body with a Human head, Elven ears,
a T'skrang tail and Dragon wings and claws, he chose to be like this to honor
every race in his Clan and his own, although he looks strange he is still
a Great Dragon....
Note:
If a Dragon Warrior betrays his/her Clan and thereby the Great Dragon of his/her
Clan, Talent Crisis will occur, how bad this is depends on how "bad"
the betrayal is.
Important
Attributes: Dexterity, Strength, Toughness, Willpower
Karma
Ritual: The Dragon Warrior sits down on his knees and starts
meditating on his/her Clan and on his/her Dragon Leader, then the Dragon Warrior
focuses on all his/her teachings and his/her bond with the Leader, after a
while, mostly not more than 30 minutes the Dragon Leader seeks contact with the
Dragon Warrior and the Ritual is ended.
Talents
at Circle
I
Karma Ritual *
Melee Weapons (D)
Avoid Blow
Astral Sight
Fire Blood (D)
Weapon History
II
Durability (7/6)
Creature Analysis
Item History
III
Wind Catcher
Tiger Spring
IV
Dragon Weaving (D)
Down Strike
+1 PhD
V
Dragine Shift * (D)
Lizard Leap (D)
+1 Rec. Test each day
VI
Dragon Levitate * (D)
Dragon Speech * (D)
+1 SpD
VII
Second Attack
Life Sight
+1 SoD
VIII
Lion Heart
Spirit Dragon Mount * (D)
Karma ---> Strength based tests.
IX
Sense Magic Weapon
Sense Draconian * (D)
+2 PhD
X
Drake Shift * (D)
Dragon Claws * (D)
+2 SpD
XI
Forge Dragon Weaponry * (D)
Weapon Breaker
+1 SoD
+1 Initiative Step
XII
Chameleon
Thought Link
Dragon Sight * (D)
+2 Initiative step
+1 Rec. Test each day.
XIII
Dragon Skin * (D)
Dragon Claws Frenzy * (D)
Karma---> Willpower based test
Karma----> + 25 Maximum Karma
XIV
Multi-Strike
Ethereal Weapon
+2 PhD
+1 SpD
XV
Dragon Shift * (D)
Light Dragons: Agni *(D)
Dark Dragons: Anfini * (D)
Dragon
Tutor:
Deed:
The Dragon Warrior must find a Great Dragon and convince him/her to tutor the character, if the Dragon accepts the
character and the Dragon take an Oath of Tutoring; the Dragon and the character
both weave a thread to each other's True Pattern (no tests required), the
character takes 2 Blood Magic Strain, which lasts until the character or the
Dragon dies. After this the Dragon will teach the Character all he/she may about Dragon and their kin ( the Dragons Sourcebook, available
at WWW.FASA.COM) After a month the character parts from the Dragon, only wiser
and in better understanding. This deed is worth 7,500 Legend Points and after
this deed no Draconian will attack the character without a thorough reason.
New
talents:
Dragon
Levitate
Step: R+W, Strain: 2, Discipline: yes.
Effects: this allows a character to levitate up to 6'
above the ground, it can be used with abilities that require levitation of some
sort, it can also be used to slow down from falling. It lasts for R + 2 minutes.
Dragon
Speech
Step: N/A, action: yes, strain: 4, Discipline: yes.
Effects: this is the way Draconians prefer to speak; it
can be used with any Draconian.
They have no choice but to listen (like when someone screams, you hear it, but may just want to ignore it) and may choose to answer; it's a silent way of speakingsuch as a thought link, a way of intensifying this manner of speech is by looking each other in the eyes.
NOTE: THIS IS NOT THE SAME DRAGON SPEECH MENTIONED IN THE DRAGON’S
SOURCEBOOK.
Spirit
Dragon Mount
Step: R+Per, action: yes, strain: 3, Discipline: yes.
Effects: this talent allows a character to conjure a
small dragon-like spirit to ride on.
The character must roll at least a 10 with the Spirit
Dragon Mount Test.
The spirit is 10' tall, it can't attack, if it
is attacked it dissolves, it stays in existence for one hour or until dismissed.
The spirit can fly; while flying the character may make a Swoop Attack; first
he/she flies away one round to build momentum, then a Melee Weapons test is made
to see if the character hits, if so replace the Damage Step with R (Spirit
Dragon Mount Rank)+ Str. The spirit will only carry it's master and any luggage
he might have. It has a movement of
125(combat)/250(normal).
Sense
Draconian
Step: R+Wil, action: yes, strain:4, Discipline: yes.
Effects: In order to use this talent the character must
first roll a 19 or higher on his Sense Draconian Test and then he/she must
concentrate; he/she goes in a meditation-like state to sense all Draconians in a
R+1 mile radius, this also allows him/her to sense other Clan members (Light or
Dark). The character will feel the power of the Draconian's life force (as with
the life sight talent), a sense of direction and a rough distance, this will
also show Drakes in altered form.
Dragon
Claws
Step: R + Str + 10, action: yes, strain: 5, Discipline:
yes.
Effects: this talent allows a character to change his
hands into deadly, dragon-like claws, these are (usually) used to make an attack.
To see if the character hits he/she makes a Dexterity Test (or Unarmed Combat or
an equal talent), if the character hits, she/he 2 Damage Tests (1 Attack Test, 2
Attack Tests. After usage the claws turn back into hands. To use this talent the
character must have both his/her hands empty.
Forge
Dragon Weaponry
Step: R+Wil, action:
yes, Discipline: yes.
Effects: Before a character can use this skill, he/she
must have access to a forge, weaponsmith tools and a supply of iron ore or
another substance of which he/she can make the armor, the substance only
determines color and texture, not power or anything of the likes. The character
can forge the Armor for anyone, but only Dragon Warriors will get the magical
benefits.
It takes one whole week for the weaponry to be
finished; during that week the character isn't really in control over his body,
he/she's sentient and sees what happens, but his/her body is possessed while it
makes the weaponry. The weaponry exists of an armor covering the whole body,
including helmet, a shield and a sword (the Dragon Armor, the Dragon Shield and
the Dragon Sword.)
The Shield has a Dragon figurine on the
front-side, is about the size of a
body shield.
It gives a Dragon Warrior +5 Normal and +3 Mystical
Armor Bonus and has a initiative penalty of 1, any other non-Dragon Warrior
would get 3 initiative penalty and no mystical armor bonus.
It weighs 15 pounds and has a Shatter Threshold of 25.
(Spell Defense = 10)
The Sword's heft looks like a Dragon
head with the Blade coming out of it's "mouth", so to say.
If the character is Obsidiman, the sword is size 4, in
other cases the sword is size 3, it does
Str+13 damage for a Dragon Warrior and Str+8 for anyone
else. It weighs 12 pounds and requires a minimum strength of 15 (Spell Defense =12)
The Armor's breastplate has the figure
of a big Dragon head on it, the helm has 2 horns on the side, covers the whole
face except the eyes, the arm and leg pieces are ornated with Dragon figures and
the boots resemble paws and the gauntlets claws (this doesn't give any inconvenience).
The Armor gives +7 Normal and +7 Mystical Armor to a
Dragon Warrior with an initiative penalty of 3, but to anyone else it gives +6
Normal Armor Bonus and no Mystical with an initiative penalty of 5. It weighs 75
pounds. (Spell Defense = 11)
If a Dragon Warrior chooses to wear and wield the
weaponry, he/she must first weave a thread, using the Forge Dragon Weaponry step
instead of Dragon Weaving, to the weaponry then must tap some of his/her blood
and let it flow over the weaponry, this causes 5 Blood Magic Strain, which lasts
as long as the Weaponry exists or, of course, the character dies.
Note that this a general description of the Armor, the
character may choose to make any changes as long it stays in Dragon style.
Dragon
Sight
Step: N/A, action:yes, strain: R (equal to the Dragon
Sight Rank) + 1, Discipline: yes.
Effects: this talents can be used to add R steps to a
Per.based test or a Per. test. The effect lasts for 1 hour and costs the
character one of his/her Rec. Tests that day.
Dragon
Skin
Step: R+Tou, action: yes, strain: 4, Discipline: yes.
Effects: Dragon Skin covers a character's body with
tough and sturdy Dragon Scales, adding +4 to his/her Normal and +1 to his/her
Mystical Armor and it adds the result of the Dragon Skin test
to his Unconscious and Death Rating temporarily. The
effect lasts for 24 hours or until discarded.
Dragon
Claw Frenzy
Step: R+Dex, skill use: yes, strain: 4, Discipline:
yes.
Effects: while using the Dragon Claws talent this
allows a character to hit multiple TARGETS,not to hit a target more than once.
The number of targets a character may hit is equal to his R-1.
A Dragon Claw Frenzy Test is made instead of the attack test stated with the
Dragon Claws talent, and if the character hits he uses the Dragon Claws step to
determine damage (Only one damage test pro persona is made). Add +1 to the
difficulty (highest Physical Defense among the targets) for each target beyond
the first (highest).
Dragine
Shift
Step: R+Wil, action: yes, Discipline: yes
Effects: with this talents the character can change
into a Dragine for duration of combat
(the effect lasts until end of combat).
The character must beat his Spell Defense before he/she
can shift. When a character shifts into a Dragine it costs him/her on of his/her
Rec.Tests that day, but it heals all wounds and damage.
(Except Strain and Blood Magic Damage, of course ;)
Character stats remain the same.
A character needs to have Rec. Tests to use this
talent.
The character can choose to become a Spark, Snow or
Shock Dragine.
The choice made is called a damage alignement:
- Spark, is the damage alignement for FIRE
- Snow is the damage alignement for COLD/ICE
- Shock is the damage alignement for LIGHTNING
A Dragine is about 8' tall and 14' long, it has wings,
no "arms", yet very powerful hind legs and a tail with a stinger. It
has 1 attack per round.
A Dragine can fly, make a tail attack (Attack: R+Dex,
damage: Str+8) and make a "damage aligned" Bite Attack (depending on
which alignement you chose Spark, Snow or Shock;
this means: it does Fire, Cold/Ice or Lightning based
damage.)
Bite Attack: attack: R+Dex.
Damage:
-for enemies vulnerable to the damage alignement is step 25 (VULNERABLE)
-for enemies resistant to the damage alignement is step 15 (RESISTANT)
-for enemies neither vulnerable or resistant is step 20 (NEITHER)
If a character fails to beat his Spell Defense, the
character is knocked for 24 hours, in which he/she can make no Rec. Tests
TIP: voluntary lower your Spell Defense!!
Drake
Shift
Step: R+Wil, action: yes, Discipline: yes.
Effects: this talent allows a character to change into
a Drake, the difficulty is the character's Spell Defense. The change costs the
character 2 of his/her Rec. Tests that day, but heals all his wounds and
damage.(Exceptions! Don't forget the exceptions!!) A character needs to have
Rec. Tests to use this talent.
The character may choose to become a Flame, Frost or
Bolt Drake
A Drake is about 20' tall and 35' long, with wings a
tail with stinger and arms with talons.
It has 2 attacks per round.
A Drake can fly, use a Tail Attack (attack: R+D,
damage: Str+10), a damage aligned Bite Attack
(costs 4 strain, attack: R+D)
Damage:
-Vulnerable enemies step 28
- Resistant enemies step 18
- Neither step 23
and a damage aligned Breathe Attack (only one use each
2 rounds, costs 5 strain, attack: R+P)
Damage:
-Vulnerable enemies step 30
- Resistant enemies step 20
- Neither step 25
If the character fails to beat his/her Spell Defense,
he/she is knocked out for 48 hours and loses all his rec.tests during that
period.
Dragon
Shift
Step: R+Wil, action: yes, Discipline: yes
Effects: this talent allows a character to change into
a Dragon, after beating his Spell Defense.
The change costs a character all his Rec. Tests of that
day, but heals all wounds and damage.
A character needs to have Rec. Test to use this talent.
A character may shift into a Fire, Blizzard or
Lightning Dragon
A Dragon (this one) is 40' tall and 60' long, has
wings, a very powerful whipe-like tail and deadly claws. It has 2 attacks per
round.
A Dragon can fly, use a Tail Attack (attack: R+D,
damage: Str+15)
use a Claws Attack ( 1 attack test: R+D, 2 damage
steps: Str+20)
use a damage aligned Bite Attack (attack: step 20)
Damage:
-Vulnerable step 35
- Resistant step 25
- Neither step 30
and use a damage aligned Breathe Attack (attack: step
22)
Damage:
- Vulnerable step 40
- Resistant step 30
- Neither step 35
If the character fails to beat his/her Spell Defense,
he/she is knocked out for 4 days in which he/she loses all Rec. Tests.
Light
Dragons: Agni
Step: R+Wil, action: yes, strain: 15, Discipline: yes
Effect: this is a Light Dragon Warrior's ultimate form,
he/she must first beat his/her Spell Defense. It costs a character all his
Rec.Tests for that day to change, but it heals all wounds
and NO DAMAGE.(the character needs to have Rec. Tests)
The Agni is 130' tall and 200' long, has wings, a long
tail with deadly power and enormous devastating claws. It has 5 attacks per
round.
The Agni is a Great Dragon form, it can fly,
-use a deadly Tail Attack (attack: step 25, damage:
step: 35)
-a ferocious Bite Attack (attack: step 25, damage: 35)
-a Claw Attack ( 2 attack tests: step 25, 2 damage
tests: step 35)
a breathe attack, pure magical damage:
(attack: step 28 damage: step 40)
May the character fail to beat his/her Spell Defense,
he/she is knocked out for a week, in which he/she loses all Rec. Tests
When the character shifts back to his normal form after
combat, the character must make a
Agni-test (R+Willpower) against a difficulty of 30.
If the character fails, he/she is knocked out for 24
hours, can't shift into a Draconian for week, gets 10 strain during that week,
loses all Rec. Tests that week and gets a -2 penalty on all steps during that
period.
Dark
Dragons: Anfini
Step: R+Wil, action: yes, strain: 15, Discipline: yes.
Effects: see Agni talent
EXCEPTIONS:
- when it hits a character with it's Tail Attack, there is no damage test
but a step 28 step
against the target's Spell Defense, if succesful the character gets a
deadly poison in his body
which does step 25 damage each hour/ combat round, Mystical Armor offer
protection against the damage.
- it's Breathe Attack does "orichalcum" damage, this means it
has an equal amount of
each of the five elements (fire, wood, earth, wind, water) in it.
- if a Dark Dragon fails his shifting back (Anfini test after changing
back) he goes in a
coma for 1,5 weeks.
If someone wants to change into a Dragon while not in
combat, then I'd say it would be possible. But the GM and the PC must work out
their own solution, e.g. PC: "I want
to become a Dragon for Rank Minutes." GM: " Ok but it costs 3 strain each minute..." or PC: " I
want to become a Dragon for 2 hours so I can travel faster." GM: "Hmmm...
that's 20 strain!"
Don't take it easy on the Strain, the Discipline is
made so the character can take some.