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Covers: by Elizabeth Lawhead Bourne

This document is contains the full text of Dragon: the Scorching originally published
online as a free download by ExistingPhantom ( ) in 1996. No
words have been changed or omitted with the exception of correcting typos, reorganizing
tables for clarity, and insertion of page numbers in the Table of Contents.

The art used in this book was formatted by Laura “Tamara” Henson in 2009. All
Illustrations with the exception of the cover art comes from three sources, most are ©
Dreslough 1996-2008, the rest is from Simply Software’s Sci-Fi &
Fantasy Clipart 3 and Witches and Wizards Clipart both edited by Jon Gustafson and ©
1997-2008, No Hassle Home. The Borders and Dividers are from Microsoft Word 2003.

Printing Instructions

You are encouraged to make copies and print-outs as needed. This PDF has been
published as a free download – if you are asked to pay for it you have been a victim of

Printing Instructions: Print the front page and this page single sided, print the remainder
of the document double sided. The last page should printed single sided and used as the
back cover.

Dragons!: The Scorching TM Version 5.0 Beta Last Modified: 08-23-96

By ExistingPhantom Copyright 1996 ExistingPhantom
All Rights Reserved

1. Setting 7
1a. General Note 7
1b. Dedication 8
1c. Environment 8
1d. The World Of White Wolf: Behind the veil 9
2. Multiversal Environments 11
2a. Magick Rich 11
2b. Magick Weak 12
2c. Non Magickal 12
3. A Dragon's Nature 13
3a. Gaba: The Tricksters 13
3b. Heur: The Seers 14
3c. Odox: The Harmony 14
3d. Alni: The Creators 14
3e. Roun: The Wild 15
3f. Enri: The Warriors 15
3g. Rawn: The Seekers 16
3h. Hado: The Leaders 16
4. New Dragon Skill Descriptions 17
4a. Attributes 17
4b. Abilities 17
4c. Talents 17
4d. Skills 19
4e. Knowledge 20
4f. Dragon Magick 22
4g. Dragon Vristra 24
5. Innate Gifts 28
Animal's Voice 28
Animate 29
Bargain 29
Battle Lock 29
Bind 30
Breath Block 30
Calling The Wild 30
Calm 31
Camouflage 31
Captivate 32
Charge 32
Command 32
Complete Balance 33
Controlled Climate 33
*Create Element 33
Death Blow 33

Disruption 34
Dragon's Sail 34
Draconic Logic 34
Expel 34
Failing Flight 35
Find Weakness 35
Fire Starter 35
Firetail 36
Feral 36
Group Persuasion 36
Healing Tongue 37
*Heightened Senses 37
Hide It 37
Increase Mayhem 37
Induce Fear 38
Inspire Beast 38
Inspire Others 38
Know Intentions 38
Locate 39
Loose Tongue 39
Looseum 39
Mental Instability 39
Mind Block 40
Morph Self 40
*Open Seal 40
Paralyzing Roar 40
Peace 41
Perfect Recall 41
Phantom Sight 41
Recolor 42
Renew 42
*Resist Pain 42
Resize Self 42
Revitalize 43
Sap Will 43
Sense Being 43
Sense Magick 43
Sense Umbral Disturbance 44
Shape Light 44
Shape Liquid 44
Shape Matter 45
Slippery Scales 45
Spirit Block 45
Stick 46
Stooge Effect 46
Storm Calling 46

Summon Human 47
Survival 47
Talk With Spirits 47
Transfer Spirit 47
Truth 48
Umbral Passage 48
Umbral Vision 48
Venom Dust 48
Vocal Comprehension 49
Vocal Imitation 49
Vow 49
6. Brawling, Combat And Damage 50
6a. Attacking To Hit 50
6b. Determining Damage 50
6c. Soaking Damage 51
6d. Dragon Attacks 51
6d.1 Standard Brawl Combat 51
Bite 51
Breath 51
Clamping bite 52
Claws 52
Dusting 52
Horn attack 52
Roaring Defense 53
Roll 53
Squeeze 53
Tail Whip 53
Trip 54
Vicious Shake 54
Wingslap 54
6d.2 Standard Aerial Combat 54
Back Roll 54
Dive Attack 55
Grappling 55
Plummet 55
Snatch 56
6e. Maneuvers Table: Standard Brawl Combat 56
6f. Maneuvers Table: Standard Aerial Combat 56
6g. Falling 57
7. Gaining Experience, Experience Advancement 58
7a. Awarding Experience Points 58
7b. Spending Experience Points 58
8. Other Dragon Info 59
8a. Fetishes 59
8b. Technologies 59
8c. Dragon's Bane 60

8c. Milk 60
8c. Alcohol 60
9. Creating Your Dragon Character 60
9a. Player Name, Gender, Type, Age, Clan, And Size 60
9b. Selecting The Dragons Environment 61
9c. Selecting The Dragon's Nature 61
9d. Choosing Attributes And Abilities 61
9e. Filling In Spheres and Quintessence 62
9e.1 Spheres 62
9e.2 Quintessence 63
9f. Filling In Gnosis 63
9g. Filling In Pride, Willpower And Background 63
9g.2 Pride 64
9g.3 Willpower 64
9g.4 Background 64
9h. Choosing Gifts 65
9i. Use Your Free Points 66
10. Character Sheets 67
10a. A Dragon LPR Character Creation Sheet 68
10b. A Standard Dragon Character Creation Sheet 70
For White Wolf's Storyteller TM Game System

1a. General Note
Dragons!: The Scorching TM character creation manual is originally based off of
Werewolf the Apocalypse TM character creation manual. Dragons!: The Scorching TM
character creation manual is not a supported character creation manual by White Wolf
Game Studio. Players and GMs are free to use the suggested environment background
and character creation system in their games however, be aware it may conflict with
future White Wolf releases. If you have any question or confusion about abilities, skills
or character creation, you can probably use the White Wolf gaming manuals as a

Mage the Ascension TM, Mage TM, Storyteller TM, Modern Magick TM, and Werewolf
the Apocalypse TM are all trademarks of White Wolf Game Studio.

Other common terms used by White Wolf Game Studio and used in Dragons!: The
Scorching TM may be trademarks of White Wolf Games Studio. However, the ones
above are the only ones I'm aware of. My apologies if I've missed any.

Dragons!: The Scorching TM is Copyright 1996 by ExistingPhantom All rights Reserved.

Gamemasters and players may reproduce Dragons!: The Scorching TM for personal use.

1b. Dedication
This Dragons!: The Scorching TM manual was designed for and is dedicated to dragons
and dragon fans everywhere. Special thanks to the people at White Wolf Game Studio for
creating such an incredibly fun and interesting gaming system. Such a wonderful game
system shouldn't be without dragons, so here they are. I hope you enjoy them as much as
I do.

1b. Environment

This dragon character sheet is designed to work with the White Wolf Storyteller TM
gaming system. It’s also designed to allow a wide range of dragon abilities and
characteristics, and races from different gaming systems, books, players and imaginative
multiverses. The following is a suggested method of handing dragon magick and other
material involving dragons in the White Wolf realm. This system was created before the
Mage TM manual came out but has been modified to fit the Mage TM Modern Magick
TM system.

For many ages beings know as dragons have roamed throughout the universes, living
between the veils that separate the multiple universes. Over eons dragons changed and
became separate varied species throughout the multiverses. Knowledge was lost and
gained... and so they lived their lives.

In their hoarding and craving for knowledge and substance, new forces of the mind, of
magick and technology were gained. Some dragons molded the Vristral arts of the mind,
others divined the magickal arts of the multiverse, and there were those whom pondered
and designed the arts of science and technology.

The dragons who learned the arts of magick found that the multiverse contained a very
spontaneous, yet sloppy forms of energy called quintessence. This energy did not saturate
the multiverse but was found scattered throughout it in varying quantities. Dragons who
have studies the arts of magick where only able to work their arts where quintessence was

Quintessence was able to replace the natural laws and patterns of the multiverse instantly
with new laws and patterns that the dragons designed. This tampering however did not
come without a risk. The multiverse, ever striving for equilibrium and balance of forces,
would eventually breakdown and change the patch. Localized paradoxes would form as
the quintessence patches failed and shifted. The patched portion of the multiverse would
achieved a new balance.

There were dragons who strived for control over their own mind and body without the
use of external forces. They called such mental arts vristra. Using their inner energy they
first found they could exert great control over their bodies and mental states. Over time
the dragons who dove into the inner self found that they were able to apply what they
learned to multiverse without.

Dragons learned they could influence the thoughts of others and the laws and patterns of
the multiverse about them. Unlike the mages they did not require the use of quintessence.
Using vristra they were able to slowly over periods of time manipulate and reshape the
very basic interactions of the energies in the multiverse. With vristra even simple shaping
took time, but unlike magick vristra allowed the multiverse time to achieve balance.
Since the workings of vristra didn't place sudden strain on the multiverse, the vristral
changes often maintained their states and became as stable and perminnate as the shifting
energies of the multiverse allowed. Dragons with a zest for tinkering and knowledge of
any type found that they could map the patterns and forces that governed portions of the

multiverse and build devices and machines that took advantage of them. The tinkering
dragons neither replaced nor shaped the patterns and laws of the multiverse, instead these
dragons became masters of their workings. They could play the governing forces of the
multiverse like a well tuned instrument and create wonders and marvels.

And of coarse there were dragons who dabbled in everything...

1c. The World of White Wolf: Behind the veil

Dragons knew of the infinite possibilities that lie behind the veils of the multiverse. Some
dragons came across the portion of the multiverse know as tellurian and passed it by ...
others stayed.

Once the veils of tellurian were rich and free flowing with magick. Since its infancy, this
infinite portion of the multiverse had an abundance of quintessence. Magick flowed free
on the whims man and other creatures alike. Things that were expected happened freely.
Such was the ordered chaos throughout the veils of the tellurian and it displease some...

So sprang up the age of the techocracy whom bent the masses' wills to their own. They
strengthened the veils between them and the rest of the multiverses. They used the
quintessence against itself to change the thoughts of the masses into believing the very
nature of quintessence was a mere fairytale. And then there was new ordered chaos
throughout the veils of Tellurian.

The belief of the masses had unusual effects on the quintessence and consequently the
technocracy themselves. The technomancers now hoarded the quintessence in nodes.
They began to categorize quintessence and create specific that rules governed its use.
They began to fall into the delusion of self power. This belief of their self power began to

change how their universe achieved a natural balance when the energy of quintessence
was used.

The mages believed their patches of the natural laws were absolute and would remain
forever. Through gradual self delusion in their great personal power the technocracy and
masses forced changes in the laws and patterns of the universe that became perminnate.
Tellurian complied, but paradox still grew. The stressed patterns began to find a release at
the weakest points of the willed change, the mages whom played with the quintessence
itself. When paradox became to great it backwashed back to the technomages.

The dragons mages who came to the tellurian knew the workings of the multiverse. Even
in the midst of the technocracy's tampering the dragons strong belief in the true
knowledge of the multiverse allowed them to be personally unaffected by paradox while
casting magick. Because of this and other differences dragon magick was often
considered strange and different by other creatures. The dragons whom stayed in the
tellurian passed their knowledge down to their hatchings. Over time a few dragons have
lost the such knowledge and have fallen into the technocracy's rut. But many still know
the truth. Such knowledge does not please the founding oracles.

Many dragons abhor the technocracy of the tellurian. They despised such self delusion,
and found it unpalatable. Yet they remained weary, for the techromancers are creatures of
power. And with that power techromancers occasionally have tried to enslave and capture
the bodies and knowledge of dragons. And such gambits to the technomancers own

Dragons have kept the mages confused over their talents. Mages whom have come across
vristral workings have tried to understand its power and study it as dragon magick but
have failed to understand its non magickal nature. Due to their dislike of the mage
mentality dragons have encouraged such misconceptions and try to inspire fear and
respect of their own abilities in mages when ever the chance presents itself.

Garou and dragons may or may not get along. Most dragons that have know of the
Garous existence have usually treated them as they would humans. Dragons whom know
of the garou's past culling of humans have their own varying opinions on the matter
ranging from encouraging such practices, to disliking them. Some tribes of garou simply
do not like dragons, others do and have good relations with them.

One term dragons dislike having placed upon them is wyrm. Some find it very
derogatory. Garou unfamiliar with dragons usually place such terminology upon them.
Some garou even believe that dragons are the leaders of the wyrm that infest Gaia. Such
roomers may be partially true, not all dragons are seekers of what is right in the eyes of
others. Being loaners and creatures of their own code, related dragons may even have
highly opposed goals with each other but still have a very good friendship amongst

Dragons come from 3 types of multiversal environments, magick rich, magick poor and
non magickal. White Wolf's realm is technically a magick rich environment. However,
magick is not available to the general populace in White Wolf's realm. It can only be used
by those who are naturally skilled or very determined. White Wolf's realm would be
considered in between a magick rich and a magick poor environment, leaning slightly
towards magick poor since the major populous doesn't believe magick exists.

2a. Magick Rich

In many parts of the multiverse there are pockets of dense energies known as
quintessence that can be easily manipulated by any life form. These large pockets of
energy can shake the very fabric of the multiverse by instantly replacing parts of the
multiverse's natural laws. Many creatures from magick rich areas can not fully adjust or
sometimes survive in non magickal areas. In magick poor areas they may feel
uncomfortable or incomplete. They would be highly sensitive to any quintessence.

Cultures from magick rich realms generally do not learn skills marked with "R"
(Restricted abilities) the dragon character sheet. Such skills hardly ever evolve in magick
rich environments. This not because the product of such skills can not coincide with
magick, its merely due to the fact that magick has made such skills unnecessary to learn,
and the natural laws that govern the product of these skills may instantly change causing
the product to fail. Many magick rich worlds are very bazaar and/or are in a constant state
of change.

Initial Gnosis: 2
Starting Sphere Points: 5
Initial Magick: 1 extra point magick skill.
Innate Gifts: Choose 2 innate gifts from your Nature.
Restricted Abilities:
Design and construction


2b. Magick Weak

Some parts of the multiverse have hardly any pockets of quintessence scattered about.
Only a few, very skilled beings are able to use such magick. Others who crave its power
often make deals with spiritual entities that can better use these magickal energies.

Initial Gnosis: 3
Starting Sphere Points: 4
Innate Gifts: Choose 1 innate gift from your Main Nature.
5 extra free points allotted.

2c. Non Magickal

Other parts of the multiverse don't have any magick to speak of. Some skilled individuals
have come up with ingenious ways to take advantage of the multiverse's natural laws and
live with out magick. Some dragons have learned how to use their minds or other
resources and technology to change their internal structural makeup, and change their
shape, cure bad wounds, and even slowly tweak the natural laws of the multiverse around

Initial Gnosis: 1
Innate Gifts: None
Begin with 1 point in each of your Skills and Knowledge.
Fifteen extra free points allotted.
Restricted Abilities:

Being creatures of intelligence with learning and natural primal urges, every dragon has a
general nature. Their nature is an interwoven mix of many views, some are well balanced
and others are not. Their logics and the way the view the world are very much different
than that of other creatures. Generally in a young dragon one aspect of their nature is
more dominant than another. But just as other creatures, they grow and change over the

Gaba (The Trickster) Heur (The Seers) Odox (The Harmony) Alni (The Creators)
Roun (The Wild) Enri (The Warriors) Rawn (The Seekers) Hado (The Leaders)

3a. Gaba: The Tricksters

Fire Starter
Failing Flight
Hide It
Slippery Scales
Mental Instability
Stooge Effect

Very strange mischievous and bizarre. Always playing pranks on individuals. They never
go with the flow. Rebellious and eccentric.

7/1/5 Suggested Spheres: Entropy

3b. Heur: The Seers
Sense Being
Sense magick
Sense Umbral Disturbance
Spirit Block
Talk With Spirits
Transfer Spirit
Umbral Passage

Always interested in spirts. Both dead and alive. Religions and philosophy of various
cultures holds and endless fascination for them. They are drawn to the mystical.

3/5/4 Suggested Spheres: Spirit

3c. Odox: The Harmony

Complete Balance
Controlled Climate
Dragon's Sail
Healing Tongue
Mind Block
*Resist Pain

Always trying to achieve a balance. Often into mediation. They try to see that everyone
and everything receives the best of a situation. Truce makers. Usually at piece with them

1/7/3 Suggested Spheres: Mind

3d. Alni: The Creators

*Create Element
Morph Self
Resize Self
Shape Light

Shape Liquid
Shape Matter
Storm Calling

Very spontaneous, and intuitive. Into arts songs and the creations that come from within.
They have little self restraint and often seem to lack self control.

4/1/7 Suggested Spheres: Matter

3e. Roun: The Wild

Animal's Voice
Calling the Wild
Induce Fear
Inspire Beast
Vocal Imitation

Loaners, reclusive very rugged individualists. Not very social with others. Very much in
tune with nature and its environments. They listen to their primal selves. Survivors.

1/9/1 Suggested Spheres: Life

3f. Enri: The Warriors

Battle Lock
Breath Block
Death Blow
Find Weakness
Increase Mayhem
Sap Will
Venom Dust

Very proud, and stand strong to their beliefs and ideas. Their honor guides them. Their
word is their bond, their friends are their friends and their enemies are in trouble.

9/3/1 Suggested Spheres: any

3g. Rawn: The Seekers

Loose Tongue
*Open Seal
Perfect Recall
Phantom Sight
Umbral vision
Vocal Comprehension

The curious, inquisitive and social. The seekers collect knowledge in any form. They are
considered the traders and hoarders of information. Sometime considered wise.

2/1/9 Suggested Spheres: Prime

3h. Hado: The Leaders

Draconic Logic
Group Persuasion
*Heightened Senses
Inspire Others
Know Intentions
Paralyzing Roar
Summon Human

Proud and commanding, involved. They like to make others decisions their own. They
are very much into what others about them are doing. They find ways to make changes as
they should be.

5/5/3 Suggested Spheres: Force

4a. Attributes
Dragons attributes are similar to human attributes, save that they have better strength,
dexterity and stamina. Any dragon that is in their original form gets extra die rolls on
these stats, 2 extra rolls on strength and stamina and one extra roll on dexterity. Most
dragons will never change their form because they lack the abilities to do so, however if a
dragon's form get changed into something other than what they are used to, weather it be
by vristra, magick or other means, they will loose these extra rolls.

4b. Abilities
Dragons have some specialized abilities that allow them to do some things other creatures
are not able to do. They also have gain many more abilities due to their long lives. Below
are some of their specialized abilities.

4b. Talents

Breath weapon and use.

1 One minor breath weapon takes a day to replenish.

2 One breath weapon usually used once per scene.
3 One major breath weapon can be used at any time.
4 Two breath weapons one can be used anytime the other takes a day to replenish.
5 Two breath weapons one can be used anytime the other can be used once per scene.
6 Two major breath weapons can be used at any time.


The ability to change skin color to blend into surroundings, this is not invisibility.

1 Automatically change overall color to match surroundings while sitting still.

2 Automatically change color pattern to better match surrounding while sitting still.
3 Can change color patterns to any pattern at will regardless of surroundings.
4 Can match surrounding colors exactly to every detail while sitting still or automatically
change overall color while moving.
5 Can match surrounding colors exactly at will regardless of surroundings and
automatically change color pattern to better match surroundings while moving.
6 Can match surrounding colors exactly even while moving full tilt.


The ability to travel through the air with wings.

1 Can glide through the air and make short hops.

2 Can sustain short flights.
3 Can fly long distances.
4 Can maneuver easily in aerial combat.
5 Highly skilled in Aerial combat.
6 Can easily out maneuver the best acrobatic planes.


Magick is the ability to instantly replace the natural laws and patterns of the multiverse
through a unique external energy forces called quintessence.

1 You have a slight talent for magick.

2 You are practiced in the use of magick
3 You are competent in the use of magick and know its ways.
4 You are skilled in the use of magick, and know if its around.
5 You are an expert in its ways. You are very uncomfortable if there is no magick around.
6 Magick makes up your very being, you cant live without it, and what you can do with it
boggles the mind.


The ability of the mind to manipulate internal and external forces. To control functions of
the mind and body as well as manipulate the natural laws of the multiverse using internal
self generated mental energy.

1 You know yourself and read others body language very well.
2 You can influence your own body to enhance your senses or ignore pain.

3 You can control your own thoughts easily and can read the surface feelings of others. If
you have medical knowledge you can even directly influence your bodies functions to
varying degrees.
4 You have become a master of your physical and mental self. You generally guess what
those around you are thinking and can influence the feelings of others.
5 If you have scientific knowledge you can use it to manipulate the world about you. You
can read the thoughts of others and communicate mentally with them.
6 You can feel the fabric of life as it breaths, and see into the sprit worlds at will. You can
influence the actions and patterns of others about you.

4d. Skills

The skill to dig and tunnel rapidly into the earth.

1 Your very good at digging holes and moving dirt.

2 You've dug a few burrows.
3 Your a pretty competent tunneler but it takes you a while.
4 Your a skilled tunneler and can dig anywhere.
5 Your a expert tunneler and know the rhythms of the earth and never get lost or
misdirected even in darkness.
6 You can borrow through the earth as easily as many fish swim through water.


The skill to track, capture prey.

1 You can catch it as long as it doesn't move.

2 You know how to make simple traps for small things.
3 You can track most animals through the woods.
4 You can build a trap to capture almost any creature.
5 You instinctive how others creatures move and hide.
6 If it exist somewhere, you can find it and trap it no matter how intelligent it is.


The skill to get to where you want to go using external and internal navigational cues.

1 If you only had a compass you could get home.

2 You can read external natural signs to see what direction your going.
3 You can feel magnetic forces and tell which direction your facing.
4 You have an innate sense of special orientation.

5 you can sense the forces that separate the veils. You can navigate through space with
6 You can read the forces that separate the veils of the multiverse and can recognize each
of them separately. Navigating from one realm to another is a snap.


The skills to swim in and under water.

1 You can dragon paddle.

2 You are a practiced swimmer.
3 You swim through water using your wings & tail as easily as most dragons fly with
4 You can hold your breath for 10 minutes without needing a breath of air.
5 You can hold your breath for 50 minutes. You have even developed echo location.
6 Water is your first home, you can stay under indefinitely using you wing membranes as
gills and dive to great depths. Dolphins envy you.


The ability to use machines.

1 Machines don't bother you and you can use simple machines.
2 You think you can figure out how it works given time.
3 Your friends invite you over instead of reading the instructions.
4 You own all the latest technical publications.
5 Engineers come to you for suggestions.
6 Subspace merion particle racks with quantum range controls are a cake walk. Even
ones with seven phase linkages.

4e. Knowledges

Understanding plants.

1 Plants don't die when you touch them.

2 You know names of most plants.
3 If some one gave you a portion of a plant you could tell them exactly where it came
4 You know the inter workings and functions of all plants. You can grow anything.
5 You can gene splice plants and design them to perform specific and symbiotic functions
with any creature in any environment.

6 You know how plants think, react and communicate with other organisms and amongst
themselves. You can even interpret these signals.


Understanding business practices and the bottom line.

1 You can run a lemonade stand well.

2 Small business practices you know well.
3 You could easily manage a large chain of stores.
4 Investing is a piece of cake, you know the trends.
You swim through the loop holes in business laws.
5 You know intuitively how supply and demand works and know what creatures want on
the macro and micro scale.
6 Money and hoarding is an art form to you. You could cause whole world economics to
sink or swim on a whim.


Understanding different customs, logics, and practices.

1 You hardly ever embarrass yourself on a first mating.

2 You understand local customs of those around you.
3 You never offend those around you no matter where you are and don't usually seem out
of place.
4 You can easily blend into any culture anywhere with ease.
5 You understand the logic systems of other cultures and can switch the way you think to
match their thought processes.
6 No matter how alien the creature you have an intuitive understanding of their couture
when your first meet.

Design and Construction.

The ability to build objects and items.

1 Really!... you don't always need the instructions.

2 You are very mechanically inclined and tinker a bit.
3 You often spend time inventing interesting gadgets and they usually work.
4 You can make just about anything, and build it to last.
5 You can build wonder machines with tooth picks, duct tape and chewing gum.
6 If it can be conceived you'll have it ready in a second.


The ability to recognize and know landmarks and places.

1 You can read a map.

2 You know your states, capitals, providences and have memorized most of the town
3 You know the world geography like the back of your hand.
4 You can tell which town or city your in by just looking around you.
5 If blindfolded, dragonnaped and taken to another world you would know which planet
you were on.
6 If dropped randomly any where in the multiverse would intuitively know exactly where
you were.


Understanding of various security systems and techniques.

1 You know a good Masterlock TM lock when you see it.

2 You can pick mechanical locks.
3 Most home security systems are easy to set up and bypass.
4 Complex security systems give you no problems. You were consulted when they built
most of them.
5 If stuck in a maximum security prison you would get out in 5 to 10 ...seconds.
6 You know there is really no such thing as security.

4f. Dragon Magick

Dragon magick is limited to what spheres you know and what innate gifts you have.
However under the guidance of a skilled dragon, magick can work wonders. Dragon do
not aspire to reach ascension, nor do they associate in cabals. Dragons are loners and seek
out the forces of magick for their own reasons and applications. There are no special
protocols among dragon who use magick. An elder dragon may teach their knowledge of
the magick forces to their hatchings or other dragons just for the pride of having their
wisdom passed on.

Dragon magick is different form that of mages. Dragons have known for a long time that
paradox is caused by the quintessence of the multiverse suddenly snapping like rubber
band as it moves to a state of balance. And that once the quintessence has been released
from its enforced patterns it can instantly revert to a stabler form. The resulting change of
quintessence can have unusual effects on an area or pattern. This effect is often know as

Paradox does not affect most dragons directly when they use magick, it will, over time,
affect the laws or patterns replaced by the dragon. So the area or pattern that the magick
effects receives the paradox. The more complex the patch the grater the paradoxical stress
on the area or pattern cast.

Vulgar magick will usually, but not always cause more paradox than magick mages refer
to as coincidental. It depends on the stress placed on the tellurian.

For ideas regarding the resulting outcomes of paradox, see Mage: The Ascension TM
game manuals.

Dragon magick is not effected by the wills of the masses as mages' magick is. Because of
a dragons unusual systems of belief, logic and knowledge of the multiverse, the
quintessence and its patterns are held in the states that were around before the
technomages influence.

Mages are often leery of dragon magick if they identify it. Mages that mess around with
the magickal patches that dragons have created will often absorb great amounts of
paradox. While attempting to impose their own changes on the patterns weaved by
dragons, mages also impose their beliefs of how paradox works and cause all the
built up paradox to backlash on themselves.

Dragons can be effected by paradox, and gain it when ever magick is used directly on
their patterns. For dragons, quintessence and paradox are separate and not circular.
Quintessence is the energies of magick. Paradox is the result of the multiverse laws
rebalancing. The Paradox bar on a dragon character sheet indicates how much stress is
being placed on their own patterns by themselves or other mages. A dragon can use up 2
points quintessence to remove 1 point of paradox. Such a feat takes an hour to

All other aspects of dragon magick are handled similar to the Mage The Ascension TM
game. For simplification it is suggested that GM give out one to two points of paradox
for coincidental dragon magick to a specific Pattern or area and three to six points of
paradox for vulgar dragon magick to a specific pattern or area.

When a pattern receives 5 paradox points minor paradoxical things begin to happen and
at 10 paradox points major paradoxes occur. Mages using magick on or near dragon
magick has already been set can cause the dragon magick to go into paradox. Mages
trying to directly change or remove dragon magick instantly absorb the pattern's paradox.
GMs are not obligated to use these magick rules in the Dragons!: The Scorching TM
manual with other White Wolf games. These are just suggested alternate system to use
with Dragons!: The Scorching TM characters.

See the Mage The Ascension TM manual by White Wolf for more detailed information
on the Modern Magick TM system.

Correspondence - The study of multidimensional space, position and location.

Entropy - The study of progressive disorder, chaotic systems and destabilization.

Forces - The study of natural physical energy in its forms and states throughout the

Life - The study of biological and self renewing systems, active patterns.

Matter - The study of physical non-living substances, passive patterns.

Mind - The study of sentients, thought and logic systems. (different than the study of

Prime - The study of magickal energies and quintessence's effect on reality.

Spirit - The study of the ethereal and metaphysical planes and entities.

Time - The study of liner and nonlinear temporal perceptions, and exact copy parallel but
temporal skewed multiverses.

4g. Dragon Vristra

From early times dragons have delved into the inter workings of mind and body. They
have called such studies the vristral arts. Some dragons have developed special mental
abilities that allow them to affect change in themselves and their environment.

Using vristra dragons first learn control and mastery over their own mind and body.
Some have also continued deeper into such studies and began to apply their knowledge
and control to the external forces.

Vristra engages dragons in meditation, inner strength, balance and control to accomplish
given goals. It is an art that has achieved mastery through practice and the natural
longevity of dragons. These powers of the mind work much differently than magick. The
manipulation of forces of vristra require much more concentration than
magick and also take longer to complete.

Dragons first strive for internal control using vristra. They are able to recognize their own
thought and biological processes. Through practice and understanding they are able to
modify them. Blocking pain, heightening senses speed memorization, speeding cell
regeneration, blocking mind probes, and regrowing missing body parts are just some of
the skills of vristra.

Using vristral skill on one's self does not require gnosis. To accomplish a feet of vristra a
dragon must roll using several skills.

Attribute + Vristra + Skill or Knowledge - Empty Willpower = Number of die to roll.
The GM sets the difficulty level.

If a dragon is attempting to generate an extra set of arms it would possible, but such a
task would take a long time. The dragon would need a large food source and a place to
work uninterrupted for several weeks.

The dragon would first have to restructure their skeletal system to accommodate extra
limbs. Perception(4) + Vristra(3) + Design/Const(2) - Empty Willpower Circles(5) Say
the dragon has a willpower of 5 out of a total of 10 so 5 empty willpower circles. This
gives the player the number of die to roll. The GM could also vary the number of
successes to achieve the task.

4 + 3 + 2 -5 = 4

The player would roll 4 die at a difficulty of 7 or 8 which would be set by the GM.
Restructuring a skeletal system is a difficult task. They would then need to grow the
bone, muscles and hide. Perception(1) + Vristra(1) + Medical(1) - Empty Willpower(9) =
-6 roll, Dif: 5

This would be an average task; however the dragon above would needed abilities or
willpower to perform the task. And then to make such biological additions permanent,
they would need to alter their genetic code.

Intelligent (6) + Vristra (5) + Medical (2) - Empty Willpower (4) = 9 roll, Dif: 9

This would be a very difficult and dangerous task. If a dragon were to eventually succeed
in all three tasks, they would have a new permanent set of arms. They would need to
learn how to use their new appendages. That knowledge would not come automatically.

After exploring the innerself dragons found they could apply vristral skills to external
forces. Vristral acts on external forces require the spending of gnosis to achieve. Dragons
using vristral talents affect change through the slow manipulation of the already existing

natural laws and energy of the multiverse, by constantly rebalancing the forces of the
multiverse as they change. Since the multiverse is kept in balance changes effected will
remain for a very long time as long as the natural laws of an area don't shift. Because
balance is kept while using vristral talents, dragons do not need to worry about paradoxes
unless they deliberately attempt to create one. And that would be a difficult task to
engineer, since the universe is in a constant state of trying to achieve a balance.

Unlike mages dragons using Vristra talents do not replace the natural laws with raw
powerful energies of magick. Instead the use the internally generated fields of energy of
their body and spirit (gnosis) and manipulate the natural laws and patterns with the
combination of willpower and knowledge of the mind. Each small change in multiverse is
set in balance before the next small change is attempted. Dragons using vristra are not
able to make changes fast enough to cause paradox. They have to make sure a balance is
achieved for each task or the change would return to its former state. This doesn't mean
they can't run into problems, it just means they usually don't appear with the same force
and severity as happens with paradox.

Because vristral changes in the multiverse don't use magickal energy they are not actively
noticed by mages and other beings who use magick. Creatures with the ability to detect
magick would have to make a natural perception roll to noticed such changes. Mages
consider the vristral arts of dragons to be just secretive aspect of dragon magick. Mages
have made many attempts to understand and duplicate the vristral arts using magick and
have failed. The vristra talent of dragons are a completely different type of energy
manipulation from magickal sphere of the mind. Different training and knowledge is
required for each of them.

Events manipulated with the vristra are not instantaneous. Vristral changes may take
hours, days or years to accomplish depending upon the event that is trying to be achieved,
the environment it is being done in, and the skills of the dragon who is trying to make it

For instance, if a dragon is attempting the event of opening a gateway into the umbral
plane of the multiverse they will have to accomplish many different mental feats before
the entire event will occur. First they would have to try to locate correct the boundary(s)
of the multiverse that separates the umbral plane from the place that they currently reside.
Perception(3) + Vristra(5) + Navigation(1) – Empty Willpower Circles(6) The player
would roll 3 dice at a GM set difficulty of 5 since the umbral plane is so close to the
physical plane and is fairly easy to find.

The next step would be to determine how stable the veil between the planes are. Heavy
traffic between boundaries causes the forces that keep them separated to be in a shifting
state Especially if the use of magick has occurred recently, which can make the
boundaries very turbulent as the energy and universal laws of tellurian shift to regain a
balanced state.

Perception(4) + Vristra(2) + Investigation(1) - Empty Willpower(6) = 1 roll Dif: 4

If there were a large amount of turbulence the dragon would first need reduce the
turbulence to a workable state, Intelligence(3) + Vristra(1) + Repair(3) - Empty
Willpower(2) = 2 roll Dif: 6 or 7

Then create a controlled and balanced opening between the boundaries. Intelligence(1) +
Vristra(2) + Science(1) - Empty Willpower(7) = (-3) roll Dif: 6 or 7.

This would mean the feat could not be attempted because the dragon lacked the necessary
Attributes and Abilities. Then after everyone has come through you would need to close
the portal again after its no loner needed. But it could be left open permanently. However
most dragons with vristral training usually would not leave such a portal open unless they
had some intended purpose for it. Intelligence(2) + Vristra(5) + Science(4) - Empty
Willpower(2) = 9 roll Dif: 4

A Critical failure for all vristral acts would result in something going seriously wrong
with the attempted feat and a lose of 1 willpower and the initial gnosis for the dragon
attempting the feat. If this process seems to complex for the players or slows down the
game the GM could also simplify the process by only using Vristra + another skill or
knowledge. The GM could also reduce the number of tasks needed to accomplish a
vristral feat. Use what works best for the story.

Each task may take 15 minutes or longer to complete depending upon the difficulty.
Multiple tasks may take much longer to accomplish. Below is a rough chart for
determining tasks times.

Difficulty Time
1 instantaneous
2 1 turn
3 5 minutes
4 10 minutes
5 15 minutes
6 1 scene
7 1 hour
8 4 hours - 24 hours
9 24 hours - 1 week
10 1 week - 1 month

The time require to complete an external vristra feat can be reduced by one difficulty
level for each dragon with vristral skills that combines their skill to help out. But they
must first spend 15 minutes in order to prepare for the task together. Most dragons do not
combined vristral skills for tasks involving self, the difficulty level of balancing ones own
mental state increases by 2 with each dragon that helps out. The more random and
unpredictable thoughts flowing through the mind of the dragon attempting a personal
vristral feat decreases their ability to concentrate on their own body's feedback.

Innate gifts only work in areas where quintessence exists. However dragons that live in
non magical areas may still have innate gifts. Most dragons who have innate gifts never
ever know that they have them or that they are using them. They operate instinctually
weather the dragon wants them to or not. The GM may have the gifts activate in
situations they consider appropriate. Most gifts will only operate in situations that are
advantageous to the dragon with the gift. Automatically operating gifts may not be
advantageous for the dragon's friends, or party they are with. The functioning gift can
even be detrimental.

Every time the gift is used it requires a gnosis point. For those dragons who have
discovered one or more of their innate gifts They can spend a gnosis point and willpower
point to get a gift to work at a given time and even control it with practice. If the dragon
know about the gift, the dragon can also spend a willpower point to turn off a gift that has
been automatically activated. Players and GM's can also use other gifts and gift like
abilities described in other White Wolf books, to use as innate dragon gifts or make up
their own.

Some of the gifts require a success roll to see how effective they are. The "#" notes how
dragons unaware of the gift they poses might be effected by it. The GM should feel free
to make up their own effects and events experienced that result from an unknown gift.
The "*" indicates the gift is the same as the garou gift listed in the Werewolf: The
Apocalypse TM manual.

Animal's voice
Allows any natural animals that can hear to understand what a dragon is saying. The
dragon will not be able to understand what the animals are saying. Animals hearing the
dragon still have complete free will and do what they want in reaction to what the dragon

#Most who are unaware that they have this skill just notice animals seem to pay attention
to them more and will sometimes seem to do things in relation to what the dragon says,
but of coarse that's just a coincidence.


Dexterity + Magick Dif: 7

Allows a dragon to make an inanimate object move in a specific way or set pattern. The
object may only flex as its physical structure allows. The dragon must first move the
object through its motions one time.

#Dragons unaware of this gift will find that objects they roll will sometimes continue
rolling farther than they should, or if they knock something down it will fall over when
they set it back up. They seem to be usually very popular on play grounds, especially
when pushing swings and merry-go-rounds.

Successes Duration
0 3 seconds
1 5 min
2 Once scene
3 1 day
4 One story
5+ Permanent


Communication + Magick Dif: 6

The dragon when bartering with a creature always get the better end of the deal.

#dragons unaware of this gift will find they are usually able to secure what they need
from someone by just talking to them.

Successes Effect
0 The dragon suffers no roll penalties when bartering or bargaining, even if
their health is not up to par, or other influences are at work.
1 The opponent will give the dragon 2 for 1 in trade or give the dragon 2 for
the cost of one or will give it to the dragon for half the price.
2 The opponent gives the dragon what they want for free.
3+ The opponent will give the dragon double what they wanted for free.

Battle Lock
Causes the opponent of the dragon to not be able to flee from the combat they are
engaged in with the dragon. Even if they are loosing the opponent will feel compelled to
continue fighting.

#Dragons unaware of this gift will not usually notice anything, but severally injured
opponents they strive to defeat will continue fighting them regardless of the
disadvantages against them.


Manipulation + Magick Dif: 9

Binds a non-physical spirit to an inorganic object. In order to bind the spirit it can not
already possess a physical body. Once bound the spirit empowers the object with an
aspect of itself. Once free the spirit may try to avenge its capture if it was not willingly
bound to the object.

#Dragons unaware of this gift will sometimes unknowingly bind a free spirit to an object,
or even bind the spirit of the creature they have just killed to a personal object that is in
their possession or was on the creature’s person.

Successes Effect
0 1 use or 1 hour and the spirit is free, which ever happens first.
1 2 uses and the spirit is free.
2 4 uses and the spirit is free.
3 6 uses and the spirit is free.
4 The spirit is bound for 1 month.
5 The spirit is bound for 1 year.
6+ The spirit is permanently bound to the object.

Breath Block
The dragon is able to block another dragon's breath weapon attack. This only works with
one kind of breath weapon at a time, but it can block multiple breath attacks if they are
the same type and are occurring simultaneously.

#Dragons unaware of this gift will assume they have a natural immunity to breath attacks
and will not think much of it. They may even think that all dragons have such immunity.

Calling The Wild

Charisma + Magick Dif:6

Wild and stray animals are attracted to the dragon with this gift. They are not obligated to
aid or obey the dragon, but they are not afraid of the dragon and will not attack them

#Dragons unaware of this gift will find all domestic animals will almost always walk
right up to them and never seem unfriendly. They tend to see lots of wild animals
especially birds. If they are out hunting for food they will find caching their prey easy.

Successes Duration
0 1 small bird or a few insects.
1 1 small animal.
2 2 - 5 small animals.
3 5 - 10 small and medium animals.
4 10 - 15 medium and large animals
5+ 25+ any animals.

Any creature that is an a rage, in fear, delirium, or other high emotional state will become
calm and docile around the dragon.

#Dragons unaware of this gift will find they are able to calm creatures down easily and
that most creatures seem very relaxed around them but will not find that unusual.

Become completely invisible to all senses, beings and surveillance devices. Though the
Dragon doesn't actually disappear, change shape or color, they are just ignored because
they seem like they just have always belonged where they are. If a dragon brings
attention to itself it will be noticed by everyone and the gift will shut off.

#Dragons unaware of this gift will find they are generally left alone when they don't want
to be bothered.


Charisma + Magick Dif:5

Cause creatures to become enthralled and fascinated by the dragon.

#Dragons who are unaware of this gift will find that creatures are at times in awe of them,
they listen intently to what the dragon says and often pay them many compliments.

Successes Number
0 One creature
1 1 - 5 creatures
2 5 - 10 creatures
3 10 - 20 creatures
4+ 20+ creatures


Stamina + Magick Dif: 7

Add a positive static electrical charge to any object, even non conducting material and
themselves. The Amperage is not usually high enough to permanently injure a creature.
The object discharges when touched.

#Dragons unaware of this gift find that creatures around them get shocked regularly.
especially creatures that are annoying or bothering them. They usually have many bad
experiences with computer equipment failing.

Successes Effect
0 Very small static bite.
1 Strong static charge. Can wipe a computer chip.
2 Light surge. Can knock out electronic equipment.
3 Medium surge. Can knock a creature back or stun it.
4+ Heavy surge. Can damage a creature 1 level and knock them out.


Charisma + Magick Dif: 9

Cause an individual to do an immediate simple and immediate task if they understand the
dragon giving the command.

#Dragons unaware of this gift find the creatures will sometimes obey them immediately
without question of they tell them to do something.

Complete Balance
Gives a dragon excellent balance on any surface even moving, unstable and narrow
surfaces. Reduces difficulty by 1 in some combat situations.

#Dragons unaware of this gift always to be able to stay on their claws in rough situations.
They seem to have naturally exceptional balance.

Controlled Climate
With this gift dragons are able to change the temperature around them.

#Dragons unaware of this gift will find that they are comfortable no matter what climate
they are in. If others complain of sudden temperature changes they will usually think its a
problem with the complaining individual.

*Create Element
Allows a dragon to create specific elements. Works the same as the gift in the Werewolf:
The Apocalypse TM manual. See Metis gift of the same name in the Werewolf: The
Apocalypse TM manual for more info and gift use.

#Dragons unaware of this gift will find unusual solids, liquids and other elements laying
around on surfaces, or in previously empty containers. Usually after they were wishing
they had the element or were just thinking about the element.

Death Blow
Allows the dragon to turn a brawl attack into a death blow, which maxes out their
opponents health points, if the dragon's attack succeeds and does damage. The death blow
must be declared before rolling for the attack. If the attack fails or no damage is taken the
dragon looses a gnosis point. If the attack succeeds and does damage, the dragon must
roll a 10 on 1d10 for the death blow to succeed. The opponent does not get a chance to
soak damage. If the dragon does not roll a 10 than the attack works normally and the
opponent still gets to soak damage.

#dragons unaware of this gift will sometimes feel their attack shifted just right at the last
moment. It is suggested that the GM roll a 1d10 when the dragon with the gift brawls and
activate the gift on a roll of 10.

Cause an attention grabbing disturbance to occur in an area.

#Dragons unaware of this gift have many odd disturbances occur around them. Loud
arguments may start, lights may go out, computers may temporally act up, etc... The
event usually grabs the attention of most of those near by.

Dragon's Sail
This gift causes dragons who are flying to have winds blowing in directions that make
flight easy and untiring to the dragon. Swimming dragons also have currents flowing in
directions that make swimming easier. Dragons with this skill usually do not need to
make flight or swimming endurance checks. dragons will also be able to make an extra
die roll for each gnosis point spent for swimming and flying skills.

#Dragons unaware of this gift will find swimming and flying easier than most dragons
and never have to work against bad winds and currents.

Draconic Logic

Communication + Magick Dif:8

Allows a dragon to talk a being into believing anything.

#Dragons unaware of this gift will find that most creatures believe them even then don't
know what they are talking about during conversations.

Successes Duration
0 10 seconds.
1 5 minutes
2 Once scene
3+ Permanently


Wits + Magick Dif: 8

Allows a dragon to remove parasitical spirits from their hosts. The spirits may return to
the host later if not prevented. Each success removes an additional spiritual parasite if
multiple spirits control a host.

#Dragons unaware of this gift are often harassed by hosts with parasitic spirits. But the
hosts will pass out after coming in contact with the dragon and act more civil and normal
when they awaken.

Failing Flight
Dragons with this ability cause things with the ability of flight to suddenly loose lift when
they get close to them.

#Dragons unaware of this gift will find that other dragons, planes, birds etc.. will
sometimes loose control temporarily and drop altitude when coming towards them. They
will have bad experiences when flying using other means other than their own
propulsion. Projectile objects that fly at them usually fall short of hitting them, including

Find Weakness

Intelligences + Magick Dif: 8

Allows a dragon to by pass extra armor and soaking of damage. The dragon's opponent
does not get to make a soaking roll if the player rolls one or more success against a
difficulty of 8.

#dragons unaware of this gift will sometimes gain insights to their opponent during battle
and know where to strike them.

Fire Starter
Create or put out a fire and control is burn rate and
direction. The fire starts out small as a normal fire and
must have oxygen and combustible material to start and

#Dragons unaware of this gift find they always seem to

be near by when a fire starts. They never seem to get
burned much even if they find they are in the midst of

A dragon creates a liquid oxygenated phosphorous fire to fall from a point on the tip of
the tail as it flies or moves. The fire will burn in any conditions even water.

#Dragons unaware of this gift will find that in the midst of a battle opponents and objects
around them are igniting and burning. They may not realize where the fire is originating
from, and believe its caused by some other force than themselves.

A dragon becomes completely feral and only uses brawl attacks. They double their brawl
attacks for each initiative. They will not intentionally attack companions, but will attack
any creature threatening them.

#Dragons unaware of this gift will revert to brawling when they feel very threatened in

Group Persuasion

Manipulation + Magick Dif: 8

A dragon is able to influence the motions or actions of a crowd into doing a single task.
The dragon can cause a crowd to move toward a specific direction or influence the crowd
to perform a mass action, such as fleeing, throwing object at a specific item or individual,
or flipping over cars. Once the action is completed by the crowd they will be under their
own crowd mentality and their actions may become chaotic and possibly unpredictable.
Crowd mentality is the normal and usually unpredictable way a crowd acts as a whole
and as individuals.

#Dragons unaware of this gift will often find that when the are in a crowd that the crowd
will slowly begin to mirror in action some of the dragons thoughts or feelings.

Successes Effect
0 A few members of the crowd will consider doing the action the dragon
wants and suggest it to others and then fall back into a standard crowd mentality.
1 A few members of the crowd will start doing the action the dragon wants
and then follow the crowd mentality.
2 Half the members of the crowd will start doing the action the dragon
wants then follow the crowd mentality.
3 Half the members of a crowd will start and complete the action the dragon
wants and follow the crowd mentality after they have completed it.
4+ All the members of the crowd will complete the action the dragon wants
and then follow the crowd mentality.

Healing Tongue

Wits + Magick Dif: 6

Dragons with this gift are able to heal a variable amount of damage to themselves or
other creatures by licking the wounds.

#Dragons unaware of this gift will find that wounds they attend to heal fast.

Successes Points healed

0 1 damage level
1 2 damage levels
2 3 damage levels
3 4 damage levels
4 5 damage levels
5 6 damage levels
6 7 damage levels
7 8 damage levels
8 9 damage levels
9+ 10 damage levels

*Heightened Senses
All dragon senses become very acute. Works the same as the gift in the Werewolf: The
Apocalypse TM manual. See Lupus gift of the same name in the Werewolf: The
Apocalypse TM manual for more info and gift use.

#Dragons unaware of this gift will find that their sense will improve in times of danger or
when their trying to concentrate on a specific sight, sound, smell, etc...

Hide It
Make a small object invisible to others. The object effected is visually unseeable to
everyone except the dragon with the gift.

#Dragons unaware of this gift will notice that people around them seem clumsy and are
occasionally running into things or knocking them over. Other creatures will have a
tendency not to notice things the dragon is quickly trying to keep hidden.

Increase Mayhem

Allows a dragon to double the damage of an attack brawl and melee for one turn. The
opponent still gets a chance to soak damage.

#For dragons unaware of this gift may not notice any difference. The GM can roll 1d10
and have the gift kick in for rolls landing on a 10.

Induce Fear
Dragons with this gift cause fear or delirium in creatures. It works the same as delirium in
werewolves, only it works on werewolves, kin and other dragons.

#Dragons unaware of this gift find some creatures are afraid of them and will often try to
get away as quickly as possible. Many dragons attribute it to their looks.

Inspire Beast

Charisma + Magick Dif: 8

Some animals or insects near the dragon will obey and follow the dragon's unspoken will
for a scene.

#Dragons unaware of this gift will notice that animals or insects around them accidently
or intentionally do something that helps them out.

Successes Animals
0 1
1 5
2 10
3+ all

Inspire Others
A dragon with this gift inspire others to take action that is agreeable with the dragon.
Every member of the dragons party gets two extra die rolls for their initiative for a scene.

#For dragons who are unaware of this gift their very presence will inspire others to take
action, slow lines will speed up for the dragon, lazy individuals the dragon is waiting on
will quickly finish their tasks. Of coarse this usually happens for all dragons that get
annoyed with slow lackeys, but the dragon with this skill doesn't need to bear their teeth
at them.

Know Intentions

Allows the dragon to know if a creature's intent towards them is harmful, neutral or

#Dragons unaware of this gift will have intuitive feelings about creatures they meet and
know weather they can trust them or not.

Allows a dragon to concentrate on a known individual or item and see the straightest
physical path to it.

#Dragons unaware of this gift will sometimes be thinking about an item or person and
faintly see a thin blurry line that is barely noticeable. If followed it will lead to the item or

Loose Tongue
Creatures talking to the dragon will often blabber on about anything. They will feel
compelled to tell them things they would never usually tell anyone, as long as they are
engaged in a conversation and don't feel they are being directly interrogated about a
specific subject.

#Dragons unaware of this gift will find that most creatures are completely canned and
comfortable with them when chatting.

Allows the dragon to get away from any pursuers. Any pursuers chasing the dragon will
be come confused as to exactly where the dragon went. All tracking methods will become

#Dragons unaware of this gift have a hard time leading creatures to specific places. The
party they are leading always seem to have a hard time following. Dragons find they can
easily slip away from things that annoy them.

Mental Instability

Manipulation + Magick Dif: 8

Cause 1 creature to acquire a unique mental problem. They may think they hear phone
ringing and when they answer the nearest phone someone is telling to do things, they may
think its dark out even in broad daylight, or even that someone keeps moving object

around that they own. The GM can choose the mental instability if the dragon is unaware
of this gift.

#dragons unaware of this gift will meet and know a lot of unusual and seemingly unstable

Successes Duration
1 5 min
2 Once scene
3 1 day
4 One story
5+ Permanent

Mind Block
Allows a dragon to block any single mental invasion: magick, vristral or conventional.

#Dragons unaware of this gift have an odd feeling as if they are being watched when
something invades their mind. They feel as if they are dodging or repelling theses
invader's eyes and may seem very paranoid to other creatures around them.

Morph Self
Dragons with this ability can change their form. They do not naturally gain the
knowledge to use the physical abilities the form allows for. They must be learned.

#Dragons who are unaware of this gift in stressful and life treating situations may
monetarily and partially morph into a helpful physical change. But they will usually not
realize they have done so.

*Open Seal
Allows a dragon to open portals and locks. Works the same as the gift in the Werewolf:
The Apocalypse TM manual. See Ragabash gift of the same name in the Werewolf: The
Apocalypse TM manual for more info and gift use.

#Dragons unaware of this gift will find that most doors and locks are usually not locked,
or pop open if the wiggle them a little.

Paralyzing Roar

Communication + Magick Dif: 7

Allows a dragon to roar and paralyze with shock one or more creature.

#Dragon unaware of this gift will find that sometimes when they roar in rage one or more
creatures in the room freezes in shock. The GM can make the targets completely random
if the dragon is unaware of this gift.

Successes Effect
0 Paralyze 1 creature 1 turn.
1 Paralyze 1 creature 1 scene.
2 Paralyze 2 creatures 1 scene.
3 Paralyze 5 creatures 1 scene.
4 Paralyze 10 creatures 1 scene.
5+ Paralyze all creatures near by for 1 scene.

Allows a dragon to break up a single fight between two or more individuals. Both parties
will instantly stop fighting and move away feeling as if some sort of unspoken resolution
as occurred.

#Dragons unaware of this gift and their opponents will often stop fighting shortly after
the fight begins. They will feel there is an unspoken agreement between them and their
opponents. If they are near other who are fighting quarreling the fight will stop shortly
after they arrive.

Perfect Recall
Allows a dragon to be able to recall any event that has happened in their past and all its
perceived details 100% accurately. The dragon can specifically concentrate on any of
their senses to bring out what was experienced. The dragon can freeze the experience at a
given time, or experience it slowly to analyze it.

#Dragons unaware of this gift may get caught up in past experiences while recalling past
events and be oblivious to any event in the present for short periods of time. They have
very good recall of any event and can even recall quickly glimpsed documents in detail.

Phantom Sight
Allows a dragon to shift their vision remotely with out having to be there in person. The
dragon can move their site through solid objects but still requires light to see. The remote
site only moves at the dragons normal movement speed and must also return back to the

location of the dragon's physical body for the dragon to once again see normally. While
using this gift the dragon can only see through their remote eyes.

#Dragons unaware of this gift will sometimes have out of body experiences. Usually
when they have a great longing to see something they can't physically look at.

The dragon is able to change the color of an object.

#Dragons unaware of this gift will always seem to be able to find items in just the right
colors they are looking for.

Allows a dragon to gain one point of quintessence, willpower, pride, and health for every
point of gnosis spent. Takes 1 hour of uninterrupted meditation per gnosis. If the
meditation is interrupted the dragon looses a gnosis and doesn't gain renewal in the other

#Dragons unaware of this gift will often go into a daze for an hour or more when
quintessence, willpower, pride, or health becomes low.

*Resist Pain
Allows a dragon to ignore all penalties from wounds for a scene. Works the same as the
gift in the Werewolf: The Apocalypse TM manual. See philodox gift of the same name in
the Werewolf: The Apocalypse TM manual for more info and gift use.

#Dragons unaware of this gift find that they will sometimes become numb to pain, while
they are still aware of their injuries.

Resize Self
This allows a dragon to change its size one step up
or down the size scale.

#Dragons unaware of this gift can often squeeze

through tight areas. They may also notice that they
sometimes grow or shrink a few inches over night.

Brings a small item back to its former glory. This does not refill empty objects with
physically missing components.

#Dragons unaware of this gift will find that old items around their lair and person, such
as coins, knives, calculators, batteries, etc..., become shiny and new as if they just came
from the factory.

Sap Will

Stamina + Magick Dif: 8

Causes a creature touched to loose willpower.

#Dragons unaware of this gift find that creatures around them occasionally become tired
and unresponsive. Other dragons will sometimes go into deep sleep around them.

Successes Effect
1 1 point willpower drained.
3 2 points willpower drained.
4 2 points willpower drained, renew 1 willpower.
5 3 points willpower drained, renew 1 willpower.
6+ Drain all willpower, gain 1 permanent willpower.

Sense Being
Since a being(s) with in the nearby area. This includes all beings vampires, werewolves,
spirits, humans etc.. but the gift doesn't differentiate between them and the dragon only
knows that something is there. If is trying to sense only a specific type of being and
trying to ignore others the dragon must roll

Perception + Magick Dif: 8.

#dragons unaware of this gift hardly ever get snuck up on and get uncanny feelings when
beings are near by.

Sense Magick
Dragons are able to sense large pools of quintessence and quintessence in objects. They
can also tell when magick is being actively used.

#Dragons unaware of the gift will see brief flashes of various colors when quintessence
and magick are being used.

Sense Umbral disturbance

The dragon is able to sense inconsistencies between the umbral plane and the physical
plane in the area they are in. Events that occur in the umbra are not always in sync with
the physical plane and sometimes take time to mirror changes.

#Dragons unaware of the gift will feel a "wrongness" in the area they are in. They will
have feeling that some things should be different but not always be able to pin it down
the problem. Even minor differences may throw them off.

Shape Light

Dexterity + Magick Dif: 7

Allows a dragon to form images that remains for a given time or until the light source is
extinguished. The image has no physical substance and is only as good as its light source.
An image created by campfire light will flicker with the fire, images created with
indoor light will have a slight yellow tinge, images created with red light will be red in
color, images with florescent lights may flicker. If a complex shape is being sculpted a
dragon may have to make a normal roll on design/construction.

#Dragons unaware of this gift will sometimes see abstract images of what they were
thinking about a few moments before floating before them.

Successes Duration
0 3 seconds
1 5 min
2 Once scene
3 1 day
4 One story
5+ Permanent

Shape Liquid

Dexterity + Magick Dif: 5

Allows a dragon to shape a liquid as if it were clay. The liquid hardens and remains that
way for a given time. If a complex shape is being molded a dragon may have to make a
normal roll on design/construction.

#Dragons unaware of this gift usually wins water fights.

Successes Duration
0 3 seconds
1 5 min
Once scene
3 1 day
4 One story
5+ Permanent

Shape Matter

Manipulation + Magick Dif: 7

Allows a dragon to mold the shape of any small non living solid object to a different
shape as if it were clay. Once shaped the material retains the same strength, weight, mass,
texture, properties etc.. as the original substance. If a complex shape is being sculpted a
dragon may have to make a normal roll on design/construction.

#Dragons unaware of this gift will find that objects they pick up are sometimes malleable
like clay and they are able to sculpt them.

Successes Duration
0 3 seconds
1 5 min
2 Once scene
3 1 day
4 One story
5+ Permanent

Slippery Scales
In a brawl or other situation where holds and grips are being placed on the dragon, their
hide becomes slippery and impossible to hold. They are also able to squeeze between
tight places that would be difficult of most dragons. Tight shackles and bindings can
usually be worked free.

#Dragons unaware of this gift find that in combat they are able to slip out of any holds
placed on them.

Spirit Block

Stops spirits from directly attacking the dragon. They are unable to get close enough to
physically, mentally or spiritually contact the dragon.

#Dragons unaware of this gift seem to be unaffected by malicious or malevolent contact

with spirits of all types.

Allows a dragon to make any two solid objects stick to each other at one point, regardless
of the surface or texture. Objects stuck together have to be broken apart.

#Dragons unaware of this gift find that fixing shattered objects is a cinch. They often win
glass & bowling ball stacking contests.

Stooge Effect
Allows the dragon to cause all Physical damage and feeling of one creature to happen to
another creature. This only last for one scene. The dragon must touch both creatures.

#Dragons unaware of this gift find that for a short time pain and injury don't affect them
or another creature that is near them. They may however hear someone yell when they or
another creature bumps their head.

Storm Calling

Stamina + Magick Dif: 7

Allows the dragon to cause the weather to quickly change

to rain. The dragon will have control and influence over its

#Dragons unaware of this gift find that it seems to rain

around them a lot. Usually when they are in a foul mood or
longing for the pitter patter of rain or even is someone is
bothering them. The storm itself never seems to be
physically uncomfortable to them or turbulent directly
around them. If they are daydreaming the rain will
sometimes seem to dance with their thoughts. They may
jokingly think they are cursed by storms.

Successes Duration
0 Brief sprinkle 1 minute
1 Light rain and wind 1/2 hour

2 Light rain heavy wind 1 hour
3 Heavy rain and wind 1 hour
4 Heavy rain wind and lighting 2 hours
5+ Large hail hurricane winds lighting 4 hours+

Summon Human
Allows a dragon to attack a human that is sympathetic to the dragon's cause, if available.
This does not mean the human will be friendly towards the dragon or even unafraid of
them. Merely the human will want to achieve the same goals as the dragon.

#Dragons unaware of this gift run into many people who have the same goals as them.
Even spur of the moment small things such as trying to find cup of Anglmar Butterscotch
Mocha in the early morning.

After the dragon reaches the incapacitated point with injuries instead of becoming
unconscious, they will temporarily receive 10 more health levels and go into a frenzy and
attack and damage anything in their attempts to escape. Even after they removed
themselves form their attackers they will continue to flee until a hidden and safe place is
found. They will then fall into a deep sleep that heals 1 point of damage a day beginning
with the extended damage levels. They will not wake until completely healed.

#Dragons unaware of this gift will awaken when healed and not know exactly where they
are. They will only remember parts of the incident leading up to their resting place, and
then only as a blur.

Talk With Spirits

Allows a dragon to communicate with spirits. The spirits need to be near the dragon in
order to communicate with them.

#Dragons unaware of the gift may hear occasional wipers and voices.

Transfer Spirit

Stamina + Magick Dif: 6

A dragon is able to transfer gnosis from one creature to another. If the creature type does
not have gnosis the creatures corresponding power can be used in place of it. Example:
Vampire to dragon, blood would be transferred to gnosis. The process could also be

reversed. Unwilling creatures roll stamina + willpower vs. the dragons stamina +
willpower Dif: 6 to see if the dragon is successful in transferring gnosis. Creatures must
be touched for the transfer to occur.

#Dragon unaware of this gift will sometimes unknowingly draw gnosis from another
creature to themselves if they are low on gnosis.

Successes Effect
0 1
1 2
2 3
3 4
4 5
5 6
6+ All Gnosis

A dragon can tell if a creature is speaking the truth or not.

#Dragons unaware of the gift will have an instinctual feeling when someone is lying to

Umbral Passage
A dragon can walk through the veil that separates the umbra from the physical world.

#dragons unaware of this gift will move to the umbra when fleeing danger. They won't
necessarily know where they've gone or how they got there, and will move back to the
physical plane after 5 to 60 minutes or if in danger.

Umbral vision
Looking into glass or a reflective surface a dragon can see into the umbra at the current
place that they are looking.

#Dragons unaware of this gift may glance at a window or reflective surface and see a
ghostly surreal version of the world, with unusual creatures wondering about.

Venom Dust

Strength + Magick Dif: 6

Dragons using a dusting attack create increased dust over an area that will cause creatures
to be blinded, sleep or be paralyzed.

#Dragons unaware of this gift will find that their dusting attacks preformed on opponents
are very effective.

Successes Effect
0 Increased dust & dirt particles.
1 Densely blinding particles.
2 Itching & skin irritating particles.
3 Sleep inducing particles.
4+ Paralyzing particles.

Vocal Comprehension
Dragons can partially understand any creature with vocalizations. The dragon can not
speak back to the creature speaking and they do not actually understand the words
spoken, they just get a vague intuitive idea of what the creature is trying to convey.

#Dragons unaware of this gift will just seem to have odd feeling they know what the
speaking creature is trying to convey but consider it a guess or just an unusual intuition.

Vocal Imitation
Allows a dragon to imitate any sound or vocal pattern, even if they've only heard it once.

#Dragons unaware of this gift will just think they are naturally talented at imitating

Allows a dragon to ignore all forces that may incapacitate them, to achieve a single
immediate goal. This includes, magick, gasses, poisons, unconsciousness, death , etc...
Difficulty of the goal may be raised if the dragon is severely disabled. Damage can still
be taken.

#Dragons unaware of this gift find that they are able to set their mind on one goal and
accomplish it. Such as a dragon may land safely before falling asleep if they are flying.

Dragons have very tough plated armor or thick leathery skin and can take more levels of
health damage than other creatures. Dragons heal about as fast a normal humans, unless
they use special aids or abilities. It takes a dragon about two weeks for their bodies to
naturally heal one level or point of health damage.

6a. Attacking To Hit

To hit an opponent while in combat a dragon uses a variety of skills depending on the
circumstance. For dragons using brawling or aerial combat see "Hit Roll" for the
Attribute to be used with the fly or brawl talents to determine the number of die the
player rolls. The player rolls the given number of die at a set difficulty determined by the
attack used. Use the standard system of critical failures, successes and critical successes
to determine if the dragon hits its opponent.

Dexterity + Firearms For dragon using firearms & projectile weapons.

Dexterity + Melee For dragon using melee weapons.

Attribute + Brawl For dragon using brawling talents.

Attribute + Fly For dragon brawling in aerial combat.

6b. Determining Damage

Once the dragon has hit the opponent the amount of damage to the opponents health
levels needs to be determined. To determine damage the player rolls the number of die
equal to the damage listed from the attacks damage table. All damage rolls are made at a
difficulty of 6. Any die roll of 6 or greater is counted as a single damage point that the
opponent marks off of their health. Critical failures are ignored when trying to determine

damage from the roll, and critical successes are just counted as a single damage point.
Opponents get a chance to soak damage before marking it down on their character sheet
except under special circumstances.

6c. Soaking Damage

Once a dragon has been hit by an opponent, they may have a chance to soak damage that
they have taken. To determine how many points of damage are soaked and ignored by the
dragon the player rolls die equivalent to the number of points of stamina they have. All
soaking rolls are made at a difficulty of 6. Any die roll of 6 or greater is counted as a
single point of damage that the dragon's avoided acquiring and they do not need to mark
it in their health. Critical failures are ignored when trying to determine soaking from the
roll, and critical successes are just counted as a single soak point.

6d. Dragon Attacks

Dragons have devised some unique attacks due to their physical nature. They can also do
some of the other standard brawl, melee and firearm attacks in White Wolf reference
books if their abilities allow.

6d.1 Standard Brawl Combat

Bite -
Hit Roll: Dex + Brawl
Damage: Str+2
#Actions: 1
Dif: 7

Breath -
Hit Roll: Dex + Breath
Damage: Stamina + Breath & special
#Actions: 1
Dif: Varies

A breath weapon is a special attack that can only be used if the attacker has breath
weapon talent. Breath does damage noted above plus it may cause additional effects
depending on the type of breath weapon. An example would be, fire breath would cause
the opponent it continue to burn if flammable unless action was taken, electric or
lightning breath would damage any sensitive technical equipment on the opponents
person or near by, etc... Difficulty is determined by the GM.

Clamping bite -

Hit Roll: Special

Damage: Str #
Dif: 6

The dragon must pit their strength vs. their opponents strength Dif: 6. If the dragon's
successes are greater than the opponents then the bite can be held and the attacker can be
controlled. The clamping bite can be turned into a vicious shake using a difficulty of 7
instead of 8 the next round and every round after that the opponent is still held. The
opponent may make a strength vs. dragons strength test every round to attempt to get free
Dif: 6.

Claws -
Hit Roll: Dex + Brawl
Damage: Strength +1
#Actions: 2
Dif: 6

Dusting -
Hit Roll: Str + Brawl
Damage: N/A
#Actions: 1
Dif: Varies

The dragon uses their wings to blow up fine dirt and dust to blind opponents. The
difficulty depends upon the terrain and particulate matter of the area. This attack will not
work if there is no fine particulate matter around. All creatures directly in front of the
dragon will be blinded for the first round and any rounds after the attack, until they roll a
success using their perception starting at a difficulty of 7. The difficulty will go down by
one each round. The opponent may roll each round after the attack to try and clear their
sight. This attack can be used in aerial combat if opponents are on the ground.

Horn attack -
Hit Roll: Dex + Brawl
Damage: N/A
#Actions: N/A
Dif: N/A

An Attacker may use their horns as melee weapons, but all attacks and parries are
executed with brawl instead of melee.

Weapon Initiative Accuracy Parry Damage Conceal
Horn +3 +2 +1 Str +4 N

Roaring Intimidation Defense -

Hit Roll: Com + Brawl
Damage: N/A
Dif: 7

You may fend off multiple personal attacks by posturing and roaring. If you succeed all
the attackers loose their attack for that initiative.

Roll -
Hit Roll: Dex + Brawl
Damage: Size + 2
Dif: 7

The attacker rolls upon the opponent crushing and pinning the opponent to the ground.
The opponent may make a strength vs. attackers size Dif: 6 each round in order to try to
get free. for the time that they are pinned, they are immobilized and can do nothing. For
each round the opponent remains pinned they take Size + 1 worth of crushing damage.

Squeeze -
Hit Roll: Dex + Brawl
Damage: special
Dif: 9

The dragon uses their tail, wings, arms and legs to crush and squeeze the life out of their
opponent. The opponent must roll each round using just their stamina to avoid damage.
The difficulty is equivalent to 10 minus their stamina. They take one damage one level of
health damage for each round they fail. They do not get to try and soak damage. For
every round after the first the opponent may roll before the stamina check in order to
attempt to break free. The opponent uses strength (-2) vs. the attacker's strength to break
free Dif: 6.

Tail Whip -
Hit Roll: Dex + Brawl
Damage: Dex
Dif: 7

A tail whip can be used to knock an object or objects out of an opponents grasp or it can
be used to inflict damage on an opponent.

Trip -
Hit Roll: Dex + Brawl
Damage: N/A
Dif: 6

By swiping with the tail, the dragon can knock down one or more opponents by tripping
them. The number of opponents that are knocked down are equal to the number of
successes rolled.

Vicious Shake -

Hit Roll: Str + Brawl

Damage: Str+4
Dif: 8

The dragon grabs the opponent in their jaws and shakes them causing ripping damage.

Wingslap -
Hit Roll: Dex + Brawl
Damage: Brawl
Dif: 7

The dragon by using their powerful wings can buffet an opponent hard. If the opponent's
stamina is less than the dragon's strength they are knocked unconscious. Otherwise they
are just knocked down, and require a round to recover to their feet.

6d.2 Standard Aerial Combat

Note: Some standard combats can be applied to areal attacks but they use the aerial attack
roll Dexterity + Fly instead of Dexterity + Brawl.

Back Roll Defense -

Hit Roll: Special
Damage: N/A

Dif: 6

You may fend off another’s attack from above at the same initiative as your attacker by
rolling in air and defending with teeth, arms, legs and claws. Instead of using a normal
"Hit Roll" the dragon pits their Dex + Fly minus 1 die roll vs. the attackers Dex + Fly
Dif: 6. If you succeed both you and your opponent are finished for that initiative. If your
opponent succeeds their initial attack automatically succeeds and they do not need to roll
to hit you.

Dive Attack -
Hit Roll: Dex + Fly
Damage: Special
#Actions: Special
Dif: Special
The attacker uses gravity and speed to increase the damage of some standard combat
moves. Damage is the standard brawl's combat damage +3. The difficulty is the standard
brawl combat move's difficulty + 2.

Grappling -
Hit Roll: Dex + Fly
Damage: Special
Dif: 8

A dragon can grab another flying creature's wings entangling the opponent causing both
to fall. The dragon pulls out of the fall before hitting the ground while the opponent does
not. See the falling table for damage. If the fall is higher than 2500 ft, the opponent may
make an attempt to turn the tables (reverse the grapple) or break free the
next round. Every round both the dragon and the opponent fall 2500 ft. Reverse Grapple:
opponents strength (-1) + fly vs. dragon's strength + fly Dif: 6 Break Free: opponent
strength (-2) vs. dragon's strength. Dif: 6

Plummet -
Hit Roll: Dex + Fly
Damage: Str + Special
Dif: 9

The dragon dives and pin an opponent on the ground in a controlled fall. This is a very
dangerous attack. If successful the opponent takes standard strength roll damage plus 6
health levels of damage. The opponent may only soak damage taken from the dragon's
strength roll. Reverse Plummet: opponents strength + fly vs. dragon's strength + fly Dif: 6
Break Free: opponent strength (-1) vs. a dragon's strength. Dif: 6

Snatch -
Hit Roll: Dex + Fly
Damage: Str
Dif: Varies

The attacker grabs an opponent or object off of the ground or air.

Difficulty Object/Opponent
6 Not Moving
7 Moving (ground)
9 Dodging (ground)
8 Falling (air)

Resisted by opponents Dex + Fly if moving in the air

6e. Maneuvers Table: Standard Brawl Combat

Standard Brawl Combat marked with a "*" can be used as Aerial Combat but the hit roll
used is Dex + Fly for everything except Breath.

Maneuver Hit Roll Damage #A Difficulty

*Dusting Str + Brawl N/A 1 Varies
Clamping bite Special Str 1 6
Vicious Shake Str + Brawl Str+4 1 8
*Claws Dex + Brawl Str+1 2 6
*Bite Dex + Brawl Str+2 1 7
*Wingslap Dex + Brawl Brawl 2 7
*Tail Whip Dex + Brawl Dex 1 7
*Horn attack Dex + Brawl Special Special Special
Squeeze Dex + Brawl Special 1 9
Trip Dex + Brawl N/A 1 6
*Breath Dex + Breath Sta+Breath 1 Varies & Special
Roll Dex + Brawl Size + 2 1 7
*Roaring Defense Com + Brawl N/A 1 7

6f. Maneuvers Table: Standard Aerial Combat

Maneuver Hit Roll Damage #A Difficulty
Grappling Dex + Fly Special 1 8
Dive Attack Dex + Fly Special Special Special
Plummet Dex + Fly Special 1 9

Snatch Dex + Fly Str 1 Varies
Back Roll Special N/A 1 6

6g. Falling
Due to their size weight and shape, dragons reach terminal velocity, which is the fastest
speed an object will fall, at a different height and speed than humans. It takes an average
dragon 6 seconds or 2500 ft to reach their maximum falling speed. The amount of
damage taken is dependent on the speed at which the dragon makes contact with the
ground. Dragons may make a stamina roll to soak damage when they fall. See Soaking
Damage. The size of a dragon will change the damage taken by a fall. Add one extra
damage level for every size point a dragon is above the standard dragon size (4 size
points). Remove one extra damage level for every size point a dragon is below the
standard dragon size.

Height in ft. Building Heights Damage

2500+ (10 ft = 1 story) 15 (maximum falling speed of a dragon)
2000 12
1500 10
1000 9
700 8
600 7
500 50 6
400 40 5
300 30 4
200 20 3
100 10 2
50 5 1

Experience is awarded the same as the Mage: The Apocalypse TM experience system.
See the Mage: The Apocalypse TM manual for more info.

7a. Awarding Experience Points

Awarding adventurers experience points after each chapter:
1pt Automatically
1pt For a characters learning skills.
1pt For a players character acting properly.
1pt For a player fulfilling personal goals.
1pt For heroism and risking their life for others without stupidity.

7b. Spending Experience Points

The following chart should be used for a dragon's advancing and spending experience

Advancement Experience Points Needed To Advance

Ability, New (any) 3 points per circle
Ability, Skills Current rating X 3
Ability, Talents Current rating X 2
Ability, Knowledge Current rating
New Sphere 10 points per circle
Sphere Current rating X 7
Attributes Current rating X 4
Gnosis Current rating X 4
Willpower Current rating
Pride Current rating

8a. Fetishes
Bracelet of the dragon.

Causes the wearer to have the powers of dragon that's sprit is imprisoned with in it.

Gauss of Appearance

This gauss can be draped about a lair. Any invisible creature passing though or sneaking
in will be enwrapped in it know to the dragon. The entering party will not be aware they
are wrapped in the gauss.

8b. Technologies
The advanced technologies listed below are devices that have been created by dragons.
The work on naturally existing laws of a realm and malfunction if magic is against them
or if used in a realm where the natural laws are different.

Spatial Pok

A Spatial pok is a small technical device about the size of a small marble. It uses
gravimetric fields to lock all object stationary that are between it and a planetary body.
Any creature trying to move them will be unable to. The spatial pok is activated when the
dragon sets it down on an object. The pok is keyed only to a specific dragon and can not
be turned on or off by another creature.

8c. Dragon's Bane
Dragon's Bane is a plant that grows in limited environments. The flowers of the plant, if
inhaled by dragons will put them to sleep. The plant can also be made into a toxin that is
poisonous to dragons by skilled herbalist who know the method.

8c. Milk
Most dragons love milk, however just a little bit of it makes them very very sleepy.

8c. Alcohol
Dragons enjoy ale and wine. They are hardy drinkers and can handle alcohol better than
humans. The Alcohol still effects them just as it does humans. Dragons love to engage in
drinking contests and will hardly ever turn down a challenge. For that matter, they hardly
turn down any free alcohol.

9a. Player Name, Gender, Type, Age, Clan, And Size

- Fill in the individual's name who is playing the dragon character.

- Fill in the name that you wish to call your dragon.

- Fill in the type of dragon you are. This may refer to a specific race of dragons or to a
specific classification your dragon is. Examples: Oriental, AD&D Green, Perniese
Brown, Water, Shadow, etc..

- Fill in the dragons clan if applicable. Many dragons are loaners and may not associate
regularly with other dragons. This may also be filled out by the GM.

- Fill out gender: Male, Female, Hermaphrodite, Other.

- Fill out your dragon age. Most starting dragons will probably be very young, at least
100 years old, out of hatchling stage, and on their own.

- Fill out you size. Size can influence many things. Such as fighting, moving through
doors, weight issues, and flying, falling and other events. If the GM doesn't want to deal
with size issues in the games chronicle set all dragon sizes to medium. Most values for
this dragon character creation set were set for dragons of medium size. Length below
includes from head to tail.

Points Sizes Range Length Description

O1 Petit 2' - 11'' Size of may birds.
OO 2 Very Small 1' - 4' Fits through small animal doors.
OOO 3 Small 5' - 10' Easily fit through standard doors.
OOOO 4 Medium 11' - 25' Average Dragon size, Tight squeeze through doors.
OOOOO 5 Large 26' - 50' Can fit in standard garage or vehicle lane.
OOOOOO 6 Gigantic 51' - 100' Might be able to fit into a airplane hanger.

9b. Selecting The Dragons Environment

Select the environment you are from:

Magick Rich Magick Week Non-Magical

9c. Selecting The Dragon's Nature

Select 2 natures from the below list. The first one selected is your dragon's dominate
nature the second is your dragon's lesser nature.

Gaba (The Trickster) Heur (The Seers) Odox (The Harmony)

Alni (The Creators) Roun (The Wild) Enri (The Warriors)
Rawn (The Seekers) Hado (The Leaders)

9d. Choosing Attributes And Abilities

Filling in circles and what they approximately mean. For Attributes For Abilities

O 1 Poor Novice
OO 2 Average Practiced
OOO 3 Good Competent
OOOO 4 Really Good Skilled

OOOOO 5 Exceptional Expert
OOOOOO 6 Outstanding Master

You may only fill in as many circles for each individual attribute or ability as you like.

For your 3 attributes [Physical (Str, Dex, Sta), Social (Chr, Man, Comm), Mental (Pre,
Int, Wit)] figure out which is your best quality and fill in 9 circles in that group. Find
your next best attribute and fill in 7 circles. For your last attribute fill in 5 circles.

For your 3 abilities (Talents, Skills, Knowledge [15 abilities in each category]) select one
as your best abilities and fill in 19 circles. Find your next best abilities and fill in 15
circles, and for your last fill in 11 circles.

If you are from a Magick Rich Environment you can not fill in circles for Computer,
Design and construction, Drive, Firearms, Medicine, Science, Security and Technology.
You may fill them in later when you use your free points.

If you are from a Magick Rich Environment you receive 1 extra point for your Magick
ability under Talents.

If you are from a Non Magical Environment you can not fill in the Magick ability. You
can fill it in later when you use your free points.

If you are from a Non Magical Environment you receive 1 free point under each of your
30 Skills and Knowledge.

9e. Filling In Spheres And Quintessence

9e.1 Spheres

Spheres indicate what areas of magick you know. Choose your spheres of magick if you
are from a magick rich or magick poor environment.

If you are from a Non Magickal Environment skip to section 6. If you choose a Magick
skill later with your free points, you will also have use your free points to fill your
Spheres, and Quintessence.

If you are from a Magick Rich Environment you have 5 points to spend on your spheres.

If you are from a Magick Poor Environment you have 4 points to spend on your spheres.

No sphere my be higher than your magick rating. If you choose to fill a magick sphere
that coincides with your nature you will receive an extra point in that sphere. This will
only happen once per nature, and if your sphere is less than you magick.

Gaba (Entropy) Heur (Spirit) Odox (Mind)
Alni (Matter) Roun (Life) Enri (any)
Rawn (Prime) Hado (Force)

9e.2 Quintessence
Quintessence is the magical energy that mages store and use to forcefully patch the
natural laws of the multi-verse. Dragons in the magick arts start out with 2 Quintessence.

9f. Filling In Gnosis

Gnosis is your internal mystical wisdom and power to influence the world about you.
Many innate gifts, vristral feats and fetishes requite a gnosis roll or expenditure of a
gnosis point.

Fill out your Gnosis according to your environment:

Magick Rich = 2 Gnosis (fill in 2 circles)

Magick Week = 3 Gnosis (fill in 3 circles)
Non Magickal = 1 Gnosis (fill in 1 circle)

9g. Filling In Pride, Willpower And Background

Figure out your Pride, Willpower & Background according to your Natures:

Gaba: P7 W1 B5
Alni: P4 W1 B7
Roun: P1 W9 B1
Heur: P3 W5 B4
Enri: P9 W3 B1
Rawn: P2 W1 B9
Odox: P1 W7 B3
Hado: P5 W5 B3

Find the average of your two natures, add the 2 like categories together and divided by 2
to get your stats, rounding up.

Example Gaba & Hado

P7 W1 B5 +P1 W7 B3 =
P8 W8 B8 %2=
P4 W4 B4

9g.2 Pride
Fill in your Pride.

Pride can be said to be the bane of many dragons. It is more than just a type of vanity in
ones skills it is the knowing and confidence in ones skills and abilities and letting the
world know that their the best. Pride can occur when ever using or showing off
knowledge, skills, abilities. Pride can be gained when being acknowledged for abilities.
Anytime a dragon's pride goes to 0 their skills suffer and they loose 1 die roll in all their

A pride point can also be spent to accomplish the following:

- Remaining active. See rage in the Werewolf: The Apocalypse TM manual.

- Pride can lead to poor decision making and showing off. for every point of pride above
willpower dragons loose 1 point of Wits and gain 1 point of Charisma.

- A dragon can spend a pride point to get one extra die roll in any Attribute they already
have. A dragon can spend 2 pride points to get 1 extra die roll in an attribute that they
don't have. They will not suffer any difficulty penalties for lacking the attribute.

- A dragon can cancel a critical failure by spending a pride point.

9g.3 Willpower
Fill in your Pride. Willpower.

Willpower works similar as in other White Wolf game characters. See the Werewolf: The
Apocalypse TM or Mage The Ascension TM manuals.

- Using a willpower gives you 1 automatic success in an action.

- Any dragon with 0 willpower will not care about doing anything and all ability rolls
loose 3 die rolls. Dragons with 0 willpower will often fade out of existence or sleep and
become inactive for long periods of time.

9g.4 Background
For your Background you can choose a background category or categories and spread
your background points among them. A dragons background often reflects what they
have done for themselves in the past. For detailed information about backgrounds with
"*" see manuals by White Wolf.

*Allies - How many individuals will actively help the dragon out.

*Contacts - An informational base that the dragon has built up over a period of time.

Fame - The dragons renown know throughout the land. Usually in good seen in a good
light but not always. One point, they are know well in their small area. Two points, they
are well known in a local city. Three points, they are know in several cities. Four, they
are know in several states, or providences. Five, they are know throughout the country.
Six, they are know throughout parts of the world.

Family - Brothers, sisters and kin and how close the dragon is to them. Each filled in
point is a very close family member of the dragon's that will do almost anything for them
or help them in any way they can.

*Influence - Dragons political power.

Item - Special mystical and technical objects collected over time. See the "Other Dragon
Info" section in this document. Includes Fetishes, Technologies and Talismans. Each
point filled is a item the dragon owns. The dragon can get items from other White Wolf

*Mentor - An individual who how has taken the dragon under their wing and guided
them and taught them much.

*Recourses - Money and wealth the dragon has collected.

Restfits - Hideouts, caves and houses that the dragon has prepared and kept up to live and
get away from it all. Each point filled in is a different house or hideout that the dragon
has in different areas.

Retainers - Follower, Guards and Servants that the dragon has and that attend them
constantly. Each point filled in is a human retainer that follows the dragon around and
attend them.

9h. Choosing Gifts

Gifts are considered a dragons innate magical abilities and can be used if a dragon has
gnosis and is in a Magick Rich to Magick Poor Environment. If a dragon came from a
Magick Rich Environment they may chose 2 gifts from their natures. One from their
dominate nature and one from their lesser nature. If a dragon came from a Magick Poor
Environment they may chose one gift from their dominate nature. Innate gifts can only be
chosen when creating a character and spending free points. They can not be gained later
by experience. GMs have the option of choosing the innate gifts for the character.

Every time a innate gift is activated instinctively it only costs a gnosis point. If the dragon
has discovered and knows about their innate gift and wishes to use it at a specific time,
the gift requires a willpower point in addition to the gnosis point to activate.

Gaba: The Tricksters Heur: The Seers Odox: The Harmony

Charge Bind Calm
Disruption Expel Complete Balance
Fire Starter Sense Being Controlled Climate
Failing Flight Sense magick Dragon's Sail
Hide It Sense Umbral Disturbance Healing Tongue
Slippery Scales Spirit Block Mind Block
Mental Instability Talk With Spirits *Resist Pain
Recolor Transfer Spirit Renew
Stooge Effect Umbral Passage Peace

Alni: The Creators Roun: The Wild Enri: The Warriors

Animate Animal's Voice Battle Lock
*Create Element Calling the Wild Breath Block
Morph Self Camouflage Death Blow
Resize Self Feral Find Weakness
Revitalize Induce Fear Firetail
Shape Light Inspire Beast Increase Mayhem
Shape Liquid Survival Sap Will
Shape Matter Looseum Venom Dust
Storm Calling Vocal Imitation Vow

Rawn: The Seekers Hado: The Leaders

Bargain Captivate
Locate Command
Loose Tongue Draconic Logic
*Open Seal Group Persuasion
Perfect Recall *Heightened Senses
Phantom Sight Inspire Others
Truth Know Intentions
Umbral vision Paralyzing Roar
Vocal Comprehension Summon Human

9i. Use Your Free Points

You have 17 free points to spend.

If you are from a Magick Poor Environment you have 5 extra free points to spend.
If you are from a Non Magickal Environment you have 15 extra free points to spend.

Innate Gifts 7 points per gift (you may only choose gifts from your natures)
Spheres 7 points per circle
Attributes 5 points per circle
Gnosis 3 points per circle
Abilities 2 points per circle
Willpower 1 point per circle
Pride 1 point per circle
Background 1 point per circle or new Background
Quintessence 1 point per 4 circles

You are now ready to roar.

10a. A Dragon LPR Character Creation Sheet

The LPR player sheet has not been tested in game play. Modifications may be needed to
improve the LPR character sheet. Suggestions are welcome.

10b. A Standard Dragon Character Creation Sheet
For White Wolf's Storyteller TM Game System