Dragonkin Variations

Abnormalities are common among dragonkin and they refer to them as mutations. Their view of them varies greatly from clan to clan and is heavily influenced by the dragons they associate with. Some clans go out of their way to purge mutants from their numbers, while others find mutations to be a badge of honor. Most, however,  generally do not care a long as it does not hinder the survival of the clan.

      Note: these are species traits which must be taken at character creation, as they represent the family line in which the character is a part. However, with gamemaster permission,  

      Elemental Nature

All Dragons, including dragonkin, have some connection with elemental energy but the great majority of them, the common kapel, do have enough of a connection to manifest any abilities. There is some debate on whether those who do generate it as part of their nature or wither they have a bond with the plane left over from creation. Either way, some Kepel have abilities from being the embodiment of one or more of the elemental energies.  

Air (cea)(110 Expt)

Many Dragon lines are still connected to the plain of air and they are usually strong flyers. Some, such as the Rujin clan, can even fly without the need of wings. Kepell who come form lines of air, 

Sha’cea: 2 air MP, +1 dex

Free-breathing: as long as the Kepell has at least 1 air MP in their magic pool they are always breathing fresh air, regardless of what may be in the environment.

Air climbing: with a strong inhale (taking 5ap, 1 air mp) the Kepell can treat air as if it is solid for as long as they can hold their breath. Basically, they can walk on air, bounce off it to change direction or stop themselves quickly. They can use it to brace themselves as if it is a wall, in which case it adds the Kepells cha to str checks. 

Lighting resistance: as long as the Kepell has at least 1Air MP left in their magic pool, they have armor of lightning 4

Fire (neir)(80Expt)

By far the most common element in which dragons and dragonkin manifest. So much so that breathing fire is seen as a dragon thing to do.

            Sha’neir: 3 fire MP, +2 cha

Breath Weapon: as long as the Kepell has at least 1fire MP left in their magic pool, the Kepell can breathe out a 15’ cone of fire. The Kepell can only use their breath weapon once every minute (10 rounds).  This attack takes 5 ap and does 1d6+Fort fire damage to anyone in the area. base dodge TN is 10+ Kepell’s attack bonus. This is an exotic weapon group in which the Kepell is considered proficient. In addition, the Kepell  can increases the damage by 1d6 for each 1fire mp spent (d6 max = Fort). 

            Thermal resistant: as long as Kepell has at least 1fire MP in their pool they have armor of fire 3, cold 3

Stone (ela) (180 ExPts)

Earth dragons shaped the surface of planets, but they moved slow and were easy targets in the early years of the Great-God wars. Few lines of earth dragon existed when the gods started to make their own dragons, and so few clans of Stone Dragonkin were formed. 

            Sha’Ela: +3 earth mp, +1 Fort

            Hard as stone: as long as the dragon kin has at least 1 earth mp left, they have +4 natural armor: physical and +2 natural armor: elemental.

            strength of eons: as long as the dragon kin has at least 1 earth mp left, they have +2 to their str.

            Dimond Skin: by spending 1 earth mp the kepel grows incredibly hard but brittle crystals over their body. The character gains an +15 natural armor against all physical attacks which decreases by 1d4 each time it is hit. (this stacks with Hard as Stone if that ability is still active)

Water(unda) (109 Expt)

         Water dragons are among the most powerful of the dragon lines, and generally considered the wisest. Dragon Kin which comes from their line are often looked upon favorable by other kepel. 

            Sha’unda: +3 water mp, +1 Ego

            Fins and gills: the water Kepell has swim as an additional primary movement and can breath normally under water. As long as they the Kepell has at least 1 water mp in their magic pool their movement is not hindered by water in any way (no rough terrain, strong currents are as if they are calm, ice is not slippery, etc) nor can they be moved by water againt thier will.

            Fog breath: as long as the Kepell  has 1 water mp in their magic pool they can breath out a fog. This action takes 5 ap and can only be used once per minute. The fog obscures all sight group senses. Its area of affect is a 10’ radius around the Kepell, and it lasts for 1 minute. The Kepell can increase the radius by 5’ or its duration by 1 minute by spending a water mp.  Air movement has no effect on the fog.

Water insulated: as long as the Kepell has at least 1Water MP left in their magic pool their body avoids damage much in the same way that water parts and then returns. They gain an 2 armor: all

4 arms (Limmu) (25 expt)

            Req: cannot have wings

            Maybe the most stable mutation among the Kapel is the Limmu (meaning six) and is usually clan wide. Many of the dragon species which do not stand upright have this trait but Kepells are the most noted for it as their 4 arms (and finned tail) stand out. The second, lower set of arms is set further back, is thinner and has claws instead of the normal fingers and are believed to be the remnants of wings. These second set of arms are prehensile and are considered off hands but are weaker (-1 str) than the primary arms.  They give a +1 to +4 bonus to roles in which the gm feels having more hands would be beneficial.

Wings, vestige (10 pts)

            Req: cannot be Limmu

            You have a set of wings but most of the time they just get in the way. You can use them to prevent yourself from being harmed while falling from great heights, but other than that, they serves no purpose.

                        Affect; Any drop is considered 15’/6m shorter for calculating damage  as long as wings can be used freely

Wings, small (25 pts)

            Req: cannot be Limmu

            You have a set of wings. They are too small and weak to truly fly with them, but you can glide.

            Affect: the character has the glide ability (see flight, gliding under doing things)at a rate of 15/6m per 5’/2m drop.  -1def while gliding due to the wing wing span.

Wings, large (25 pts)

            Req: cannot be Limmu

            You have a set of wings, real wings. The spread requirement is twice your height

Affect: these Kepel gain the standard flight with wings ability (see flight, winged). The character also has a -1to base def, and additional –1whie wings are spread.  

Elemental Dragonkin (munro) (20 Expt)

            Your color is a bit sharper than other Kep’ell displaying a bit more of your dragon heritage. You gain +5 natural armor against (one) type of the damage associated with your element nature. This can be purchased once per elemental nature the kepel has.   

Dragon magic (zuri) (35 expt)

Your true name is dragon, and you find dragon magic comes easier to you. You gain 5 mp in the (one) element you are associated with.

Draconic Paragon (satine)(35 expt)

            Req: Dragon confidence, dragon blood, Dragon Magic, Elemental Dragonkin

            You are dragon! And like any dragon you shape the reality to your will. At least, when it is really important. You have the ability simply say no to any effect or damage that will affect you. This ability is usable once per day.

Dragon Confidence (drig) (50 Expt)

            +2 ego Save rolls

Tail dagger (scul)(12 Expt)

            You have a dagger like spike on the tip of your tail. You can snap it out as a readied weapon.

            Natural weapon, 3 ap, 1d4+Str piercing damage, reach 5’

Tail acid (scul’nit)(18 expt)

Requires: Tail Dagger

3/day when the tail dagger hits the target takes 2d4 + Fort acid damage at the end of their next term.    

Tail Poison (45)

            Requires: Tail Dagger

            3/day. If the tail dagger does any damage the target must make a fort save (tn 10 + character’s fort).

            Critical success: no affect

            Success: 1 str damage

            Failure: 1d3 str damage

            Critical failure: 1d4 str damage + 1 str damage per minute for 1d6 minutes.

Claws (15 expt)

            Your clan has claws on 2 (or more) of your limbs. Being dragon, they are impressively sharp and hard.

            Natural weapon, 2 ap, 1d6+Str slashing damage

Dragon Blood (draco) (74 expt)

Requirement: elemental dragonkin

one cannot always tell it by looking at you, but you are stronger and tougher than other similar kepel. you come from one of those rare Kepel lines in which the gods were successful in reproducing the dragon’s nature.

+1 str, +2 fort, +1 cha. +2 natural harden armor: all 

+2 MP of the type of elemental dragonkin to their magic pool

            Dragon’s Blood: your blood is literally dragon’s blood and therefore can be use as such in alchemic and divine rituals. As such, there is  30% chance on any adventure that someone will show up attempting to bleed you. This ranges from those who simply pester you to try to buy some of your blood to those who try to outright kidnap you.

Dregia (113 Expt)

(Dreg’mia, Dregma, drea’gea)

            To dragons you are just another Kep’ell. To others you are Dregia which means royalty. Born form a family which have a stronger dragon essence, or from an egg soaked in dragon essence, you are indeed treated like you are royalty. But not simply because you are dregia, but because your increased dragon essence have made you larger, stronger and smarter than the common Kepell.   

+1 St, +1 Fort, +1 Int, +5 health

Size(+1) medium: base def: 10