This page is a direct conversion from a much older file, and has been put up as-is at the request of one of the players. I may get around to properly reformatting it one of these days.
DragonFire : Act. Cost Act. C.
-Blast 62 2 -Starfire 30 1
-Bolt 45 1 -Stellar Flare 60 2
-Claw 55 2 -Stellar Radiance 60 2
-Cone 50 2 -Talons 45 1
-Fireball 45 1 -Touch 50 2
Complex Abilities :
Beastmastery 49 2
Blending 20 1
Childcare (Virtually Instinctive) 10 -
Countermagic (For Handling Kids) 60 2
Creatures Of Blood (Very Rare Ability) 62 1
Domination (Basically Psychic) 50 2
DragonAura 40 1
Dreamweaving (Basically Psychic) 50 2
Fires Of Creation 60 1
The Focal Point (Usually Adults Only) 50 1
Genesis
-Primary Role’ (Usually Adults Only) 52 1
-Area Boost (Handy Elsewhere Also) 25 -
-Potency Boost (Handy Elsewhere Also) 25 -
Grandeur (Mostly for Egotists) 50 1
Great Roar 60 2
Guises (Includes Form Powers) 50 1
Healing Touch (Requires Much Practive) 35 1
HearthCrafting 45 1
Hunter’s Weave (Mostly For Small Kids) 45 1
Lesser Shaping (Great For Privacy) 60 2
Levitation (For Use In Other Forms) 30 2
Magesight (Almost Instinctive) 25 1
Mastery (Relatively Rare) 60 1
Mindcasting (A GM Plot Device) 60 1
Mindseek (Basically Psychic) 45 1
Mindspeech (Basically Psychic) 50 2
Nature’s Lore 31 1
Pact Of Sutekh (Unique To Chi’an) 60 1
P’an Kung (With _________________) 30 1
-Add TK Grip 30 1
-Add TK Shield 30 1
Psychic Bolt (Basically Psychic) 50 2
Pulse Of Life 35 1
The Returning Elements 25 1
Rune Magic (Mystic Constructs) 62 1
Serpent’s Stare (Basically Psychic) 50 2
ShadowSlayer (An Adult Power) 90 2
Shields (Almost Universal) 50 3
The Silver Tongue 45 1
Skypiercer 50 1
SlaveBinding (Rarely Mentioned) 30 -
ServoDaemon 60 1
Spacefold (A Common Game) 35 1
StarChilde’ (Virtually Instinctive) 49 1
StarSeed (An Adult Rarity) 90 1
Sundancer (The Primordial Form) 60 1
Sunray 60 2
Voice Of Thunder 60 2
WildFire 52 1
WorldShaper (A Lot Of Work) 52 -
The Mandate Of Heaven :
The Earth Mandate 62 1
The Emperor’s Mandate 62 1
The Mandate Of Fortune 62 1
The Green Mandate 62 1
The Smith’s Mandate 62 1
The Tidal Mandate 62 1
The Mandate Of The Winds 62 1
Power Imbuement :
_____________________ 1 _____________________ 1
_____________________ 1 _____________________ 1
Arcane Transfer 63 1
Transfiguration 63 2
Technical Powers :
Awakening (Really Bizarre) 50 1
Blackout 60 2
Chaos Barrage (Robot Wrecker) 64 2
Chaos Cascade (Focus Wrecker, I / II) 60 1
Chaos Pulse 45 1
Chaos Zone 62 2
Cybrenetic Telepathy (Basically Psychic) 60 2
Disassemble (Power Armor Wrecker) 60 2
Dynamism 37 1
Intuitive Engineer 30 1
Lesser Warp 60 2
Long Thumb (A Very Silly Power) 62 1
Machine Empathy (Basically Psychic) 20 1
Misfire 50 2
OcculTechnics 50 2
Pheonix Renewal 40 1
Psi-Mechanics 45 1
Quality Control (Handy For Your Friends) 48 1
Scanning 30 1
Short Circuit 60 2
Snatch 50 2
Tale Of The Forge 50 1
Technical Dominance 50 2
Tech Legion (Handy For Agents) 50 2
TechScan 43 1
-TechScan II (Ups The Range – A Lot) 50 2
TechWright 30 1
Usurption 44 2
Weird Science 62 -
The DRAGONLORE is the draconic equivalent of C’hi or the human martial arts – channeling the living magic of a dragon’s supernatural life force into arcane effects. This is not without it’s problems; Most obviously, this can easily overstrain the unskilled [Requires an unmod- ified skill roll (-.25) to change slots. Failure causes side effects (Drains 4D6 each Stun and End, -1)]. Less obviously, it produces a unique, & easily recognizable, “signature” – making the user’s magic as distinctive as a fingerprint and readily detectable [A "Limited Power" or variant on Visible (-.25), coupled with "Detectable" (QV; Mystic Masters sourcebook, -.25). This can be very revealing to a knowledgeable observer - who may be able to discern the user's species, sex, power levels, state of health, approximate age, rough "level of skill", and so on, -.25). DragonLore Multipower Reserve.... 64 21
As might be expected, the most "basic" expression of the DragonLore is DragonFire - primordial cosmic flame. The wild magics & blazing energies of a newborn cosmos. Barely contained within reality, a dragon's living fire subsumes the special effects of Fire, Magic, and Cosmic / Primal Energy... (While this covers a broad range of vulnerabilities it's also affected by specific defences against any of them). Dragonfire can be expressed in an enormous number of ways, for example;
U) DF/Blast; Energy Blast, 10D6, 1/2 End........ 62 2
U) DF/Bolt; 3D6 RKA............................. 45 1
U) DF/Claw; Str 15 Telekinesis, affects desolids
(+.5), based on ECV (+1)..................... 55 2
U) DF/Cone; 5D6 Cone Energy Blast, No Ran....... 50 2
U) DF/Fireball; Energy Blast, 6D6 Explosion..... 45 1
U) DF/Grasp; 4D6 Suppress vrs all magic (+2).... 60 2
U) DF/StarFire; 8D6 Hand Attack/Elemental Energy
at 1/2 End Cost.............................. 30 1
U) DF/Stellar Flare; 1D6 RKA, with a +2 Variable
Advantage (+3)............................... 60 2
U) DF/Stellar Radiance; 3D6 Energy Blast with +2
Variable Advantage (+3)...................... 60 2
U) DF/Talons; HKA, 3D6 (Up to 6D6 with strength) 45 1
U) DF/Touch; Telekinesis, Str 20 with Fine Work,
at 1/2 End cost.............................. 50 2
More complex DragonLore abilities include;
[To/from any location in astral space. Leaves
the physical body behind (-1)]…………… 25 -
U) Beastmastery; 1D6 Major Transform, Cumulative
(+.5), 0 End (+.5). Continuous (+1) & Limited
Group (Animals and “Hybrid” animals, based on
those native to the planetary biosphere only,
+.25). The resulting creatures will be loyal
& obedient to the user………………….. 49 2
U) Blending; Instant Change, Usable by others at
range (+1), 0 End Cost (+.5)…………….. 20 1
U) Childcare; Life Support; No need to eat/sleep
and radiation tolerance, usable by others…. 10 -
U) Countermagic; 3D6 “Suppress” versus All Magic
(+2), Damage Shield (+.5) & 0 End Cost (+.5).
This essentially dampens any incoming magical
effects… It’s not very potent – but can be
quite handy around baby dragons………….. 60 2
U) Creatures Of Blood; This unusual (& perilous)
talent allows the “user” to take a portion of
his or her life force and give it independent
form and purpose… Such creatures are imbued
with a portion of the user’s powers, a modest
intelligence, an appropriate physical form, &
a mindlink with their creator. Control is not
a problem. The horrific strain on the user, &
his or her vulneribility through the creature
he/she created, are, however, very definitely
problems. Summon any (+.25) one hundred point
“creature of blood”, use costs 1 Body, 1 Con,
and 2 Stun. This will not “heal” until one of
the following conditions is met; the creature
is “reabsorbed”, is destroyed and twenty-four
hours have passed, or three full days of rest
are taken (-1), side effects (Susceptibility;
1D6/2D6/3D6 Stun whenever creature is lightly
/moderately/severely hurt, 3D6 stun with body
if/when creature “dies”, may not turn off the
mind link (Making the user quite easy for any
egoist to trace & attack), 3D stun drain when
activated, -1), 5x End Costs (-2), requires a
full phase (-.5) of 0 DCV concentration (-.5)
to activate……………………………. 62 1
U) Domination; 10D6 Mind Control……………. 50 2
U) DragonAura; +40 Presence, Attack Only (-1)… 40 1
U) Dreamweaving; 10D6 Mental Illusions………. 50 2
U) Fires Of Creation; 1D6 Cumulative (+.5) Major
Transform into anything (+1), Continious (+1)
& 0 End Cost (+.5). Requires intense (0 DCV)
concentration to activate (-.5) & requires an
Int roll to create anything complex (-.5)…. 60 1
U) The Focal Point; Change Environment/Refract &
direct energies, 8″ Radius, 0 End Cost (+.5),
Variable Result (+1), & requires a full phase
(-.5). This isn’t normally a “combat tactic”;
it usually takes too long to get set up. It’s
designed to manipulate steady flows of energy
and for multidragon operations (It would take
six “assistants” (QV; “genesis”) to focus and
direct the total radiant energy output of the
sun, for example)………………………. 50 1
U) Genesis actually consists of three multipower
slots; a major transformation used to reshape
a planetary environment & two aid slots which
other dragons use to extend the area that the
primary operator can affect. It takes a total
of four dragons to expand the basic 6″ radius
enough to “transform” a world the size of the
earth. It should be noted that the effect is
extremely superficial in planetary terms – it
doesn’t extend more then a few miles into the
crust – & so doesn’t usually run into serious
resistance. Perhaps fortunately, this sort of
stunt is usually restricted to the adults…
-1D6 cumulative (+.5) major transform, to any
(+.25) “suitable” planetery environment, zero
End cost (+.5), 6″ radius (+1.25). Requires a
full phase (-.5) of 0 DCV Concentration (-.5)
to activate……………………………. 52 1
-Aid, 1D6 Max 25, only to enhance the area of
effect of any single (+.25) dragonlore power,
0 End cost (+.5), ranged (+.5). Takes a phase
(-.5) of 0 DCV concentration (-.5). This slot
is used by the “primary” assistant……….. 25 -
-Aid, 1D6 Max 25, enhances the potency of any
other Aid power (+.25), 0 End (+.5), & ranged
(+.5). Requires one full phase (-.5) of 0 DCV
concentration (-.5) to activate. This slot is
used by secondary assistants – operating in a
“chain”, wherein “A” assists “B”, who assists
“C”, and so on…………………………. 25 -
U) Grandeur; Growth III, Density Increase III, &
5 PD/5 ED Force Field, all at 1/2 (0) End…. 50 1
U) Great Roar; 2D Flash, Variable Special Effect
(Determines which sense it attacks, +.5), 12″
radius (+1.5)………………………….. 60 2
U) Guises; Sometimes used by dragons who haven’t
bothered to improve their shapeshifting – but
who need to visit a planet “incognito” – this
shapeshifting effects sports a mildly unusual
option; it permits the user to assume “minor”
abilities which go with the form. Sadly, the
limitations of the form come along with them.
Shapeshift; 20 points (Any “local” sentient /
animal lifeform), 0 End persistent (+1), user
gains forms innate abilities up to the points
in shapeshifting, but must take disadvantages
to pay for them, +.5), requires one full turn
to activate (-1). It is wise to remember that
most innate animal powers are quite feeble by
“superheroic” standards…………………. 50 1
-For those who wish to avoid the use of a new
thing with a (Cheesy) “Side Effect” – namely;
2D6 Major Transform (Adds limitations & minor
abilities “appropriate” to the form, reversed
when the shapeshift is dropped), Cumulative &
10-Shot Autofire, for a net limitation of -1.
U) Healing Touch; Regeneration (Includes limbs &
organs, +10 points) to any one (+.25) damaged
attribute, power, or ability, 1/2 End (+.25),
usable by one other (+.25), Only restores one
point per hour (-.75), difficult to learn (It
takes months of practice to learn to use this
power AFTER purchasing the slot… You can’t
just “pick it up”. It’s usually left to those
few who happen to “have the touch”, -.5)….. 35 1
U) Hearthcrafting; Change Environment (As in the
cleaning, cooking, mending, supplying drinks,
getting in furnishings, and so on) 4″ Radius,
Variable Results (+1), 0 End (+.5) – and “Un-
controlled” (A partial version; Cleaning, and
getting the place ready for the dinner party,
lasts until everything’s eaten, and the place
gets messed up again, not forever, +.5). This
requires a full phase (-.5)……………… 45 1
U) Hunter’s Weave; Invisibility (Normal hearing,
normal scent/taste/touch, & all sight senses)
with no fringe effect. While this is popular
with dragon-children, & useful while hunting,
the DragonLore “signature” (QV) tends to give
the user away (Extra -.5 limitation. Visible
invisibility tends to lack a point)………. 45 1
U) Lesser Shaping; Images (Vrs; Mind Scan, Sight
& Hearing Groups), 4″ Radius, -5 To observers
Perception Rolls… As a note, detecting that
something’s an illusion does not allow people
to see what’s behind it – hence this is often
used simply to provide privacy…………… 60 2
M) Levitation; 10″ Flight, half End cost (+.25),
x4 noncombat speed (For use in other forms).. 30 2
U) Magesight; Magic Sense, Discriminatory & “+5″
Visual Perception, Ranged……………….. 25 1
U) Mastery; Transfer 1D6, 20 Maximum (Con to the
DragonLore multipower), returns at one point/
week (+1.75), activates on 11- EXCEPT against
slaves (See below. -1, since there’s no hurry
with slaves anyway), only works against those
with magical abilities (-.5), Requires a full
phase (-.5) …………………………… 60 1
U) Mindcasting; This actually consists of three,
closely related, multipower “slots”, as shown
below; Clairsentience (Normal hearing and all
visual senses), Slot 1/2/3 Precognitive/Post-
cognitive/Extra-dimensional, half End (+.25),
requires one turn (-1) of 0 DCV concentration
(-.5) to activate, OAF (Varies with user. The
most common foci for this are mirrors, pools,
crystal balls, sparkling gems, and so on. Any
sparkling, glittery, thing will do, -1), very
limited conscious control (The user may “turn
on” this ability fairly readily – but doesn’t
get to pick which slot activates, or what he/
she sees. The user’s minds eye is haphazardly
drawn to notable events. While these usually
have something to do with the great old ones,
the current adventure, odd bits of knowledge,
personal interests, or future adventures, the
user has no real method of telling which (-1) 62 3
-As a rule, this power should be used between
about it, so he can just tell you if you have
any interesting visions. Players who agree to
this restriction should usually be given a 2-
point break on the price, since they’re using
their own points to buy a GM plot device.
U) Mindseek; 6D6 Mind Scan, “Uncontrolled” (This
means the user can shift his / her multipower
without automatically losing contact, +.5)… 45 1
U) Mindspeech; 10D6 Telepathy………………. 50 2
U) Nature’s Lore; 2D6 Aid, max 24, to any (+.25)
group of nature-oriented skills, fades 5/hour
(+.75). Skills in this catagory include, but
are not limited to, skills such as herbalism,
farming. paramedic, chinese healing (medicine
and/or paramedic), geology, naturalist, etc.. 31 1
U) Pact Of Sutekh; Aid, 1D6 (Maximum 20), To all
physical attributes and powers (Str, End, and
so on, +2), fades at five points/week (+1.5),
2x difficult to dispel (+.5), will not “heal”
lost/drained attributes (-1), User only (-1).
A dangerous trick, & almost unique to Chi’an.
It really isn’t wise to gamble on a metabolic
positive feedback stunt when you’re basically
a living fusion reactor… Chi’an woudn’t be
that stupid either – but he got the help of a
“local” god in setting it up…………….. 60 1
U) P’an Kung; A bizarre “technique” adapted from
the human martial arts, P’an Kung is a “Soft”
form which relies entirely on inner energies.
It is, in fact, intended to be used with pure
telekinetic energy – although some few user’s
have learned to direct their inner power into
unarmed, or even armed, techniques. The style
includes; Focused Strike (Str+2D6 Strike, 2),
Deflecting Palm (Block, Abort, & +2 on blocks
“OCV”, 2), Shifting Art (Throw, +V/5, at a +1
OCV, 3), Shadow Clench (Basic Choke Hold, AKA
The Darth Vader Grip, 5), Shattering (Killing
Strike, 5), Binding (Martial Grab, 3), Wrench
(Disarm, 2), and +2 DC (8), for a total of… 30 1
-As noted above, variants abound… The most
to “unarmed” rather then “telekinetic”. Most
weapons-users either default to their weapons
or drop the “Shattering” maneuver in favor of
weapons… Obviously enough, the “basic” form
requires that the user possess telekinesis, &
so is generally accompanied by two additional
slots; Str 15 TK, & +2 Damage Classes (30/1),
Str 10 TK “Damage Shield” & +2 Damage Classes
(30/1), at a net additional cost of 2 points.
While not terribly potent (Whether as an art,
or a multipower slot), it’s fairly versatile.
U) Psychic Bolt; Ego Attack, 4D6, 1/2 End Cost.. 50 2
U) Pulse Of Life; “Scientist”; Biology, Anatomy,
Botany, Ecology, Genetics, Medicine, Zoology,
Biochemistry, Biophysics, Microbiology, Taxo-
nomy, Neurology, Formchange, Evolution/Uplift
Theory, Pharmacology, (+2), Dragon Biology, &
Pathology, all 11-. +5 levels with biological
sciences………………………………. 35 1
U) The Returning Elements; Absorption, 2D6, Max.
32 to any one magically-based power/attribute
(+.25), only versus magically based and solar
energy attacks (-1)…………………….. 25 1
U) Rune Magic; A rarity even among dragons, most
of whom lack the necessary fine control, this
is the art of creating or modifying Occultech
Computers, AIs, Automations, & other Devices.
Summon, 100 Point Computers/AI’s/Automations,
(Limited group, +.25). Requires an unmodified
intelligence check (-.25) and an hour (-2.5). 62 1
U) Serpents Stare; 2D6 Def. 2 Entangle, based on
ECV (+1), Takes no damage from attack (+1/2).
Note that this is a purely mental effect, and
so is broken by Ego rather then Strength….. 50 2
U) ShadowSlayer; 1D RKA, Continious (+1), Sticky
(+.5), Penetrating II (+1), 0 End Cost (+.5),
No Range Penalty (+.5) Uncontrolled (+.5) and
Increased Range IV (About 60 miles onplanet &
3750 miles in space, +1). Usually only versus
the great old ones & their minions (-2). The
most interesting aspect of this power is that
the “sticky” effect means that it’ll “spread”
to the crew of any ship it hits… Most adult
dragons have several talents designed for use
against the great old ones. This is simply a
sample………………………………… 90 2
M) Shields; Force Field 1/2 End (+.25), Variable
Defence (May be shifted between PD & ED (and,
for that matter – MD, FD, & Power Defence) as
desired, +.5), Hardened (+.25). 25 Points…. 50 3
-As a note, “Variable Defence” is basically a version of “Variable Special Effects”. If you
Energy damage you can change your force field
from PD to ED… The precedent for permitting
the user of “special” defences comes from the
“Ultimate Super Mage”, although the advantage
presented here does not allow for doubling up
the value as was presented there; that option
seemed somewhat unbalanced.
U) “The Silver Tongue”; Persuasion, Oratory, and
Seduction (All 9-, 9) and +12 with this group
of skills (36). Net; 21-… Requires a full
phase to avtivate (-.5)…………………. 45 1
U) Skypiercer; 20″ Flight, half End cost (+.25),
“Realistic” (IE; this supplies four gravities
of thrust. It does NOT protect the user from
friction and heat, allow quick stops (outside
of running into something) or quick turns, or
evem allow for easy breathing… On the other
hand – if you’re tough enough to take it – it
does allow for rapid long-distance travel and
for rapid ascents into space. Overall, -.5).. 50 1
U) Slavebinding; 1D6 Major Transformation (To an
obedient, docile, slave. Includes some minor
physical modifications / marking, giving your
new property some minor, useful, talents, and
making it easy to draw on their life energies
for magical purposes), Cumulative (+.5), Pen-
etrating (+.5)… No Range (-.5), Target must
consciously submit to the spell, -2), takes a
full phase to activate (-.5). It’s “reversed”
by another treatment from the “master”……. 30 -
U) ServoDaemon; Telekinesis, Str 10, with “Fine
Manipulation”. TK Str. 1 is fully invisible
(+1), no range penalty (+.5), indirect (+.5)
increased maximum range 2 (500″, +.5), 0 End
cost (+.5), & armor piercing (+.5). May not
be used above Str 1 (-1) (30 active points).
Also; Clairsentience, Audiovisual (25), 250″
Range (30 active points), While this does, &
is designed to, allow the use of many skills
at a considerable range, the effective skill
may not exceed the “fine work” roll (-1)…. 60 1
U) Spacefold; Teleport; 15″, 2x Mass………… 35 1
U) StarChilde; Navigation (Celestial) 14-, “Life
Support” (No need to eat / sleep, immunity to
radiation) & FTL Travel (2000 LY/Year). Takes
a full turn to activate (-1), Dragonform only
(-25)…………………………………. 49 1
U) StarSeed; A power that is generally available
only to the oldest and most powerful dragons,
& is not without perils even to them. Summon
Star (QV; “Starman”), requires one full month
(-4.5), acts on a 14- (-.5), side effect (The
power “works” – but on a 15+ the user will be
transfigured “into” the new star, rather then
safely escaping the gravatational focus, -2),
4 non-recovering charges (-3)……………. 90 1
U) Sundancer; The primordial dragonform has been
almost forgotten. A celestial storm of high-
energy radiation, free subatomic particles, &
fusion plasma, ripped free from the core of a
super-supernova explosion to embody a magical
life force – a potential sun in embryo – just
doesn’t fit in very well anymore. Most of the
celestial dragons around nowadays would never
even think of taking that form (Just as well,
since it’s not easy to “come by” that kind of
energy anymore). A few practice a “slightly”
more controlled version… Desolidification,
0 End Cost (+.5), with Side Effects (A 1D RKA
Penetrating Damage Shield, Affecting The Real
World. This may have a modest radius as well
(GMO). That may not sound like much of a dis-
advantage – until you think about it, -1)…. 60 1
U) Sunray; 6D6 Visual Flash………………… 60 2
U) Voice Of Thunder; 4D Energy Blast, attack vrs
limited (Flash) defence (+1.5), with variable
special effects (This determines what subtype
of flash defence – sight, hearing, etc – will
be targeted, +.25), personal immunity (+.25). 60 2
U) WildFire; +3D6, Max 40, Aid to any one (+.25)
physical characteristic loses 5/minute (+.25)
with a variable trigger (+.5), 16 Charges (-)
that may not be accumulated on “trigger” (The
“trigger” advantage serves only to permit the
use of many charges at once, -.5), non-random
output (1 Charge = 10 points, -), affects the
user only (-.5), side effects (User glows, is
hot to the touch, gives off quite detectable,
if relatively harmless, amounts of radiation,
eyes, mouth, etc, are obvious “openings” into
a solar inferno (“Distinctive Features”), 1D6
con drain after Aid wears off). A relatively
common technique for tapping into deep energy
reserves, this is really little more then in-
wardly directed dragonfire………………. 52 1
U) WorldShaper; A rare power, but one which is -
in theory – available to any adult dragon who
happens to be willing to spend enough of it’s
time gathering and assembling rocks… Summon
Planet (QV: Planetman). Requires one year to
activate (-5.5), “side effects” (User becomes
extremely tired, bored – and usually somewhat
“out-of-sorts”. A lengthy period of R&R is in
order. If anybody cares, this counts as “Mind
Control” and a mild End Drain with a recovery
time of about a week, -1), user must actually
spend most of that year working on the job, &
cannot do other things (-2), 11- “activation”
(Sometimes all you get is an enormous pile of
rocks, lacking the energies of a true planet,
-1), three charges (-1.25), & charges require
about a century to recover (-1)………….. 52 -
-Barring colonization or seeding efforts, the
in the fabric of time, or other weird events,
it will take a world many eons to evolve into
anything especially interesting. Just getting
life past the microscopic level seems to take
forever…
The Mandate Of Heaven; These are the powers that get adult dragons worshipped as gods… The “mandates” are not necessarily dramatic. In fact, their manipulations are comparitively “minor” – it’s just that they cover a massive radius. Bringing ears of corn to the harvesting point in minutes is a conjuring trick in a windowbox, a nine days wonder in a field, and a blatant miracle in a famine-stricken province.
The structure of the various “mandates” is the same; 1D6 Minor Transform to a Limited Class (+.25. Specifics depend on individual “mandates”), Cumulative (+.5), 13x Extended Radius Area Effect (A 33KM / 20.5 Mile radius, +4.25), & “Selective Target” (+.25). The area is always centered on the user (-.5). Other “general” limitations on the mandates include requiring the user to lower his or her speed to “2″ (-.5), requiring 5 minutes to start up (They may be used once per phase thereafter, -1) – & requiring intense concentration (0 DCV, -.5). Specific mandates may have other limitations, but these apply to all of them… 62 active points. Limitations are at 2.5 plus the basic DragonLore limitations & any limitations on individual mandates. The specific Mandates include;
U) The Blood Mandate; Makes minor “modifications” on
animals, such as; making them healthier &/or more
fertile, making them bigger, transforming them to
closely-related types, or slightly changing their
basic characteristics (EG; “Wild” to “Domestic”).
Often used to increase (or provide) flocks and/or
herds, ensure bountiful hunting, and so on……. 1
U) The Earth Mandate; “To” any type of soil or stone
desired. Only versus planetary crusts (-1). Often
used to “create” areas of rich, clean, moist, and
fertile soil, rich veins of ores and minerals, or
simply to make soild ground in swamps………… 1
U) The Emperor’s Mandate; Makes minor changes in the
beliefs and attitudes of sentient individuals. It
can be used to induce or undermine loyalty, alter
emotional biases, create or delete minor memories
(IE; nothing very extensive, or of great personal
import), or to spread (or suppress) various prac-
tices… Unfortunately, employing this power does
have “side effects” – generally a new “hunted” or
something. SOMEONE will certainly take offense at
this kind of manipulation (-.5)……………… 1
U) The Mandate Of Fortune; This exotic mandate makes
it’s targets either luckier or unluckier… This
is a relatively mild – and very poorly controlled
- effect (Roughly equal to 1D6 of luck or unluck)
but has a considerable impact on the prosperity -
or the desolation – of the area affected……… 1
U) The Green Mandate; “To” any similar type of plant
at any stage of it’s lifecycle… Only vrs plants
(-1). Often used to clear (or restore) woodlands,
ripen (or blight) crops, tame jungles – or simply
to mow lawns………………………………. 1
U) The Smith’s Mandate; “To” any desired form (Can’t
alter materials or properties, just shapes). Only
works on inanimate materials & plants (-1). Often
used to create breakwaters and levies, dredge out
river channels or canals, and otherwise carry out
major public works…………………………. 1
U) The Tidal Mandate; Manipulates the sea – shifting
currents, raising or lowering tides, and bringing
or chasing away various sorts of marine life. The
sea is, however, most resilient… Things tend to
slowly drift back to the usual pattern, “healing”
over the next few months or years……………. 1
U) The Mandate Of The Winds; Moderates the climate &
weather of an area, Unlike “Change Environment”,
this merely shifts and moderates natural patterns
- it does not override them. Also unlike most of
the other mandates – which persist until forcibly
altered – this effect will gradually “heal”…… 1
-It should be noted that the “Aid” slots given under “Genesis” will work in conjunction with any Mandate. A pair of adults working together can manage some amazing things… It makes it very easy to “pay the rent” when they happen to be visiting somewhere. It should also be noted that “selective target” normally requires a “roll to hit” on each chosen target. This may take quite some time if you’re after “all the cabbages in the area”. On the other hand, the mandates “attack” 600 times an hour – & a “3″ always hits. You can expect to get a hit two or three times an hour – hence a few hours will suffice to exercise the mandates effectively.
Power Imbuement is immensely popular among those who haven’t got any… While it’s not so popular with those capable of doing the work of handing it out, it’s still done sometimes. With the celestial dragons, it usually involves imbuing a more-or-less normal mortal with some small portion of their own, vast, cosmic energies. The “game mechanics” of doing so include;
U) Static Imbuement; (10-Point Power). “Usable
by others” (+.25), 3x ten-year charges daily
(+2), Invisible Effects (+1), & 3x Difficult
To Dispel (400 Active, +.75). One minute to
activate (-1.5). …………………….. 50 1
-Alternatively, this can be built as any 10-
others (+.25), uncontrolled (+.5), invisible
effects (+1), & 3x difficult to dispel, with
an active point cost of only 45 points. This
is, however, so grossly abusive that I would
not allow it – and I’m pretty generous as to
what I’ll allow… In either case, “static”
powers aren’t really a part of their user’s;
they can’t build upon them, improve them, or
otherwise progress. Static Imbuement is most
often used to enhance agents. As an example,
common variations include; Power, Flash, and
Mental, Defence, Force Fields, Attributes, &
powers such as “life support”. This kind of
imbuement is fairly common among dragon-kids
with friends, allies, or agents.
U) Arcane Transfer; Aid, 1D6 Max 25 (14) to any
one magical “power” (+.25), loses one point/
decade (+3), and Difficult To Dispel (+.25).
Requires one minute to activate (-1.5)… In essence, this gives it’s recipient 25 points
build upon normally. It’s one way to “start
off” an apprentice… Given that the user is
imbuing the “recepient” with a small portion
of his or her own energies, the End cost for
using this power is paid from long term End.
Note that, while the total number of “points
imbued” is limited to 25 they don’t all have
to go to the same power. If you want to give
the recepient five five-point powers, that’s
perfectly acceptable; you are just bestowing
a “power” consisting of several “subpowers”,
roughly resembling a set of linked attacks.. 63 1
U) Transfiguration; Actually this slot consists
of two slots. 1) Aid, 1D6 Max 20 (12) to all
“primary” (Str, Dex, Int & so on) attributes
(+2), loses one point/decade (+3), difficult
to dispel (+.25), takes 1 minute to activate
(-1.5, net cost; 1) & 2) 2D6 Major Transform
to any superbeing (+.25), cumulative (+.5) &
difficult to dispel (+.5), only versus those
enhanced by the first slot (-1), points over
100 must be paid for with disads (-1), zero-
point transformation basis (-), cannot fully
control how it comes out, -1). Net cost; 1.
The transformation is reversed when somebody
permanently eliminates the “aid” effect….. 63 2
-In essence, the Aid adds some points to the
The usual “targets” are “normals” built on a
total of 20-100 points (With disads)… This
results in 180-260 point characters; weak to
normal supers. While this could be used on a
someone who’s already superhuman, the effect
wouldn’t really be desirable; they’d pick up
those 160 points, yes – but they’d be forced
to take new disadvantages to cover both them
AND all of their experience points… While
it’s cheap to “buy”, this talent is not used
casually; using it generally involves paying
for a new 100-point follower. Also note that
characters, whatever their origin, may build
up their abilities with experience. Negating
the power they’ve been “imbued with” doesn’t
remove what they’ve earned – although it may
leave them either drastically weaker or only
having their powers on an intermittent basis
(This big a limitation lets them pay for all
their old powers a lot more easily…).
-While, in theory, there’s really nothing that keeps a character from using a major “transformation” to give people powers or to teach them things, this ought to be lightly discouraged… First, helpful “transformations” should not be allowed to add very many points to people without giving them similar disadvantages. In general, a limit of 10-20 points is recommended. Transforms that bestow water breathing (and improve swimming) are quite acceptable. A telepathic transform that teaches someone a language is equally reasonable. “Human To Mythic God” is not. Secondly, additional transformations generally cancel out the benefits of prior ones. If not, there’s nothing to prevent a couple of characters from reaching godhood via mutual enhancement. Since this doesn’t seem to happen, it must not work… Technology is hardly a draconic “speciality”. On the other hand, most of them grow up among species that use it and have to deal with it every so often. Quite a few of them dabble with it a bit as “kids”, if only because their parents don’t think much of it… While rare, the abilities given below do pop up every so often;
End Cost (+.25), Cumulative (+.5), Invisible
to Sight (+.5) & Penetrating (+.5), in a 16″
Radius (+1.5). This “transformation” places
any, and all, technological items it affects
under the user’s control, changing them into
obedient automations. Locks, weapons, armor,
vehicles and other technical items, will all
fall under the user’s occult influence…… 64 2
U) Awakening; This exotic effect imbues an item
- vehicle, weapon, statue, whatever – with a
consciousness & will of it’s own. Sadly, the
user can’t precisely control the “nature” of
the spirit that shows up. Summon, 100-point
AI (IE; add an AI to the item. It’ll usually
have whatever skills are needed to “run” the
item, some powers it can use to enhance said
item, and sometimes even powers it can exert
through said item. While most are reasonably
“friendly”, a lot depends on the item and on
the reason for “awakening” it). User cannot
control exact results (-1) & 4x End (-1.5).. 50 1
U) Blackout; 1D6 Drain versus all technological
devices (+2), continious (+1), ranged (+.5),
penetrating (+.5), 0 End (+.5), Uncontrolled
(+.5). This effect may be countered, & shut
down, by simply replacing the power supply &
/or by changing clips. It’s not really fast
enough to be a major combat tactic, but it’s
very handy for doing things like “disarming”
bombs………………………………… 60 2
U) Chaos Barrage; 1D6 RKA NND (Vrs being alive,
+1), Does BODY (+1), 5-Shot Autofire (+1), &
32 Charges (+.25)……………………… 64 2
U) Chaos Cascade; 1D6 RKA, 1-Hex Area Of Effect
(+.5), Five Shot Autofire (+.5), Penetrating
III (+1.5), 64 “Charges” (+.5), only affects
technological devices (-1). A common variant
has only Penetrating II and 16 Charges – but
affects a 16″ Radius… In either case, this
tends to be hard on gadgets and power armor. 60 1
U) Chaos Pulse; Change Environment (All more or
less “conventional” [IE; magical, biotech, &
muscle-powered items are unaffected) devices
to “on”. Guns fire, bombs start counting, &
so on. Don’t pull this in a munitions dump),
32″ Radius, 0 End Cost (+.5)……………. 45 1
U) Chaos “Zone”; 2D6 “Suppress” versus all (+2)
“conventional” technologies (+2), 0 End cost
(+.5), uncontrolled (1D6 minutes, +.5), 128″
radius (+2.25)………………………… 62 2
U) Cybrenetic Telepathy; Actually this consists
of two slots; Computer Programming at a 20-,
ranged (+.5), invisible to sight (Visible to
mental & mystical senses, +.5) & Lockpicking
20-, with identical advantages. Both require
a full phase (5), the use of a “Dragons Eye”
(Basically an “IIF”, -.25), and only work on
more-or-less “conventional” systems……… 60 2
U) Disassemble; 1D6 Minor Transform, Cumulative
(+.5), Continuous (+1), Uncontrolled (+1), 0
End Persistent (+1), Penetrating II (+1) and
Invisible to sight (+.5). “Transforms” Tech.
devices into piles of components. These can
be re-assembled, but it will take time, lots
of skill, and probably quite a bit of money.
This tends to unnerve power-armor types – as
their armor vibrates itself to pieces around
them…………………………………. 60 2
U) Dynamism; Change Environment (Power on), 32″
radius, 1/2 End. As a note, this can be used
to replace damaged generators & such, simply
by going to where they’re supposed to be and
“turning the power back on”…………….. 37 1
U) Intuitive Engineer; Demolitions, Systems Op,
Electronics, Mechanics, Inventor, & Security
Systems, all on an 11-…………………. 30 1
U) Lesser Warp; 16D6 Dispel, vrs any one (+.25)
“technical” power. This is generaly used for
things like getting rid of poisonous gases -
or shutting down out-of-control devices….. 60 2
U) Long Thumb; “Summon” any (+.25) vehicle &/or
operator of up to 100 points… Vehicle must
really be available and must arrive normally
(-2). A very rare power, & a quite blatantly
magical one, the “Long Thumb” summons a ride
- whether cab, truck, or TARDIS… You don’t
generally get to keep the vehicle – & it may
not be headed exactly where you want to go -
but there is no problem of “control”. If the
driver wasn’t willing to give you a ride he,
she, or it, wouldn’t have stopped for you… 62 1
U) Machine Empathy; This exotic ability permits
it’s user to employ “standard” mental powers
against computers & automations once they’ve
attuned their mind to them. While this won’t
help anyone else do so (hence the “invisible
effects”), if too many people do this to one
system there’s a severe risk of “waking it”.
+1 Ego, usable versus others at range (Won’t
work on anybody who has an innate EGO score,
+1.5), fully invisible (+1), indirect (+.5),
no range penalty (+.5), 0 End and persistent
(+1), 2x armor-piercing (+1), “uncontrolled”
(+.5), ranged (+.5), 10x increased range (To
1.2 million miles, +2.5) & personal immunity
to the “invisible effects” part (+.25)…… 20 1
As a note, mental powers “only usable versus
-1.5 Limitation. Computers generally have no
objection to doing what they’re told, & have
no unconscious mind either, making telepathy
and mind control quite easy to use…
U) Misfire; 1D6 Drain vrs any one technological
power (+.25), 0 End Cost (+.5), Invisible to
Sight (May be detected by mental and magical
sensed, +.5), Penetrating (+.5), recovers 5/
minute (+.25), 48″ Radius (+2). This is most
often used to shut down RKA weaponry…….. 50 2
U) Occultechnics; Aid, 8D6 to any single (+.25)
technical power……………………….. 50 2
U) Pheonix Renewal; 2D6 Minor Transformation to
“Fully Charged” (Charges renewed, “Endurance
Batteries” full, fuel topped up, etc), 0 End
Cost (+.5), Cumulative (+.5). Only vrs Tech.
devices (-1)………………………….. 40 1
U) Psi-Mechanics; Detect “Machines”, Ranged and
Discriminatory with a “+1″ on the perception
check, plus N-Ray Vision (Only to see “into”
machines) and Eidetic Memory (Only to recall
the principles, and designs, of successfully
analyzed machines, -1)…………………. 45 1
U) Quality Control; Aid, 2D6 Max 20, to any one
technical power (+.25), -1/year (+2.5) – and
difficult to dispel (+.25). Requires a full
minute to activate (-1.5)………………. 48 1
U) Scanning; “Eidetic Memory” & “Speed Reading”
at 1/2 (0) End (+.25), only to download com-
puter data (-1), 1D6 Cumulative (+.5), Based
On ECV (+1), 1/2 End Cost (+.25), “Cosmetic”
Transform (“Writes” data to computer media &
/or memory). Note that this does NOT include
the necessary mindlink. You need telepathy.. 30 1
U) Short Circuit; 2D6 Energy Blast, NND (Versus
not touching a powered technological device;
this causes energy leaks, +1), zero End cost
persistent (+1), continious (+1), uncontrol-
led (+.5) and 16″ radius effect (+1.5). This
can be “shut down” on a “character basis” by
discarding all powered equipment. It can be
shut down “on” the equipment by installing a
new power supply… Until this is done, the
affected equipment will remain dangerous…. 60 2
U) Snatch; 10″ Teleport usable vrs others (Does
not affect living beings) at range (+1.5)… 50 2
U) Tale Of The Forge; Clairsentience, Hearing &
all visual senses, with postcognition. Only
to permit the reconstruction of mechanisms &
reveal the history of manufactured (Or hand-
crafted) items (-1), must have said item, or
pieces of the mechanism, to examine (-.5), &
the “tale” is always presented from the very
beginning, although it will be summarized to
fit into play (IE; An artifact which floated
around in space for a hundred thousand years
might reveal; “There I drifted for long eons
before-”, -.5)………………………… 50 1
U) Technical Dominance; Change Environment, 16″
radius (Manipulate technolgical items within
normal operational parameters, variable, +1) 50 2
U) Tech Legion; 2D6 Aid to all (+2) “technical”
powers, 0 End cost (+.5), selective extended
radius effect (8″ Radius, +1.5)…………. 50 2
U) TechScan; Detect “Tech” (EG – “conventional”
Computers/AI’s, Automations, & Electronics),
discriminatory, ranged, targeting, and 360o. 6x 1-Minute Charges (-)………………… 43 1
slot, 6x one-minute charges (-)…………. 50 2
U) Techwright; 1D “Major” Transform, cumulative
(+.5), to any technological item of the same
or lesser point cost (+.25), 1/2 End (+.25),
only works on technological devices (-1), no
range (-.5). As a note, this talent may also
be used to repair things……………….. 30 1
U) Usurption; Actually, this “power” includes 2
slots; one for “Combat Piloting” and one for
“Combat Driving”. Combat-”X”, 13-, indirect
(+.5), no range penalty (+.5), ranged (+.5),
0 End cost (+.5) and 4x extended Range (+1).
Control struggles may be resolved with skill
vrs skill rolls – but are very likely to end
up with the vehicle out of control. Together
the two slots cost…………………….. 44 2
U) Weird Science; Summon any technological item
(+.25) worth up to 100 points. Requires one
hour of tinkering per point in the device to
be “summoned” to use (-4), devices generally
cannot be duplicated (QV; Foci, -.5), Bulky,
Expendable, OAF (Weird science almost always
requires bizarre, and hard-to-come-by items,
although they may be different for each item
you create, -2), 14- activation (Sometimes a
device just can’t be made to work, -.5), two
charges/week (-2), side effects (An 8D6 stun
only energy blast explosion usually… It’s
traditional, -1). Devices created via weird
science ordinarily have a distinctive “Jules
Verne” or “Mad Scientist” look and feel….. 62 -