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The Dragon-Kin race requires a starting edge to play. However, the player may take a Dragon-Kin edge for free
Throughout the world, throughout time, man has heard stories of great reptilian beasts, flying, breathing the elements at their foes.
In the East, the creatures some call dragons are learned, peace-loving, wise teachers that help protect and preserve the balance of the natural world with the encroachment of mankind.
In the West, Dragons are legendary tyrrants, who sow chaos, destruction and despair.
No longer are dragons, well, dragons. Maybe, somewhere, deep in the earth, there are true dragons slumbering. Huge, monstrous, beautiful, terrible dragons have been bred out. This new race is called the Kin. and they have walked among mankind unseen for hundreds, if not thousands of years now. In the east, The great, snake-like dragons become the Eastern Kin. In Europe, the terrible winged brutes become the Western Kin. Each is similar to the other, but each has unique gifts.
The modern world knows little about these creatures today. They have changed with time. They are shape shifters, and with each generation, seek to look more human, to fit in. Over generations, the kin have developed a physical shell to look more human. They do this as a survival mechanism. This covers their obvious reptilian features. But it is not perfect, and requires a small amount of concentration to maintain over long periods of time. Also, in times of stress, inexperienced Kin have been known to loose that control, showing their true form to nearby humans, who become fearful and hostile. The humans might run away, but stories spread, and the human authorities begin investigating. In packs, humans are voracious hunters...
Most of the Hatchlings share some basic starting traits, but evolve along one path or the other.
As hatchlings, the kin are colorless, considered without form or purpose. It is only when a special ceremony is preformed, called The Choosing, that their destiny is revealed, to be eastern or western. Until then they are under the direction of whichever kin clan has taken them in...
It should be said that the two Great Clans of the Kin despise each other. A great priority of the clans is to influence Hatchlings to a certain way of thinking before their Choosing, so that they change into the creature that the clan wishes them to be.
Like many creatures in the weird world, In order to become one, a person must die. It is thought that an empty vessel is needed for the soul of a new Kin Hatchling to survive the rigors of this world. The Kin increase their numbers by spiriting away the stillborn children of men. They mark the child with a scratch and drop some of their precious blood on this wound. Just like with weres and vampires, only 50% become Kin.
Like many supernatural creatures, animals can sense that they are not what they appear - human. When a Kin character interacts with an animal, and has to make a skill check, it is done at a -4.
Also, A Kin out in the world of men must maintain its Camouflage, or become the target of a monster or demon hunt. A Kin can hold this human Camo for as many hours equal to its Vigor x2. After this time, a Vigor check must be made at a cumulative -1 penalty per hour as long as . Being someone else can be a lot of work!! And, some of those pesky humans are quite skilled at recognizing odd and out of place people and objects. Kin who can't control their form may find the human law hunting them. As a kin travels the world, They may find themselves in a fight over something as simple as a misunderstanding. When the Kin is wounded, The Camouflage flashes. This gives any onlooking person a split second view of the kin's true form. It takes a act of will to suppress this 'flinching'. The kin must make a Spirit check -2, adding on any wound penalties, to suppress this reaction.
The Kin are of a different culture, a different world than humans, living longer, and somewhat removed from the world of human politics and activities. The first 20-30 years of a kin's life is spent among it's own folk. As a result, those that venture out Gain the Outsider Hindrance.
The Kin live for a very long time. They age about a third the rate of humans once they reach adulthood.
All Kin Hatchlings are born with retractable claws, they have a damage of strength+d4.
The Kin look Draconic in nature. Many sport horn stubs on their heads. They have thin tails as well. Their mouths have sharp teeth, but cannot attack with them, as their mouths are not large enough.
All of the Western kin have fine scales that provide a +2 natural armor, and can stack with other armors.
All of the sleek Eastern Kin have a deflection of 2.
The western Kin have vestigial wings on their backs, the eastern kin have none. Both can make short flights, using these. Flight, Pace 6.
Kin from the East and West are at eternal odds with one another. Once The Choosing has occurred, The Kin gains the Enemy hindrance for the opposite clan.
-The Choosing-
A hatchling must choose the dragon entity that they will grow to become.
Each type of Kin Has a breath weapon. This works as the bolt power using Shooting to aim the fireballs. The Ability is innate rather than magical. Kin have 15 Power Points for this purpose only. The type of kin determines the trappings for the breath weapon.
Pearl - Light: This breath weapon is treated as natural sunlight when dealing with creatures sensitive to such things.
Forest - Plant life: target Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength. Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2.
Storm - Lightning: Does 1 less die type, but if the target is touching a conductor, or wet, it does two extra dice of damage. Also, if the casting roll was a raise, then the target must make a Vigor roll, or suffer a -2 to their parry until their next action.
River - Water Jet: Knocks back the target by 1d4 spaces, and target's that breathe must make a vigor check or suffer a -1 fatigue level for partial drowning.
Temple - Petrification: pace halved, can only make free actions and movement actions, no running, and redraws cards higher than a 10 for the next turn.
Death - Necromatic: All Undead (depending on their prevalence) are considered to have a level of Arcane Resistance versus the power, and the living must make Fear checks when hit with it.
Swamp - Acid: Damage is reduced to d4's, but damage persists an extra round minus one die of damage unless the target takes an action to remove the acid in some way (taking an action to wash it off or stripping off the acid covered item). For instance, a 2 PP acid bolt causes 3d4 when it hits and 2d4 on the caster’s action as well (unless the target neutralizes it with liquid).
Blizzard - Ice: Requires a Vigor roll (at –2 on a raise) to avoid cold-based Fatigue, but the power’s range is reduced to half (6/12/24)
Scortch - Fire: With a hit by a fire power, roll for any potentially flammable objects to catch fire
Sand - Sand: Requires a vigor roll (-2 on a raise) to avoid being blinded (-6 to actions) for 1d4 rounds.
Infravision
Requirements: Novice, Kin
The Hero can now see in the dark, and only suffer half the normal penalty from bad lighting when attacking living targets.
Claws
Requirements: Novice, Kin
The character gains supernaturally sharp claws that cause Str+d6 damage in combat. The claws may be extended or retracted at will.
Improved Claws
Requirements: Seasoned, Kin, Claws
The Kin's Claws have become longer and sharper and now inflict Str+d8 damage.
Superior Claws
Requirements: Veteran, Kin, Claws, Improved Claws
The Kin's Claws have become longer and sharper and now inflict Str+d10
Dire Claws
Requirements: Heroic, Kin, Claws, Improved Claws, Superior Claws
The Kin's Claws have become longer and sharper and now inflict Str+d12
Supernatural Attribute
Requirements: Novice, Kin
Supernatural attribute immediately improves any one attribute two die types (a d12 becomes a d12+2, and so on). This Edge may be taken up to five times, once for each attribute. Note that it does not apply to skills.
Arcane Resistance
Requirements: Novice, Spirit d6+, Kin
Your character is particularly resistant to magic (or psionics, or weird science, etc), whether by nature or by heritage. He acts as if he had 2 points of Armor when hit by damage-causing arcane powers, and adds +2 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero.
Improved Arcane Resistance
Requirements: Novice, Arcane Resistance, Kin
As above but Armor and resistance are increased to 4.
History
Requirements: Novice, Immortality
Your character has lived a long time, and seen many things. Start with a Relic, but gain an Enemy
Immortality
Requirements: Novice, Kin
Your character has that immortal spark
Improved Flight
Requirements: Kin, Veteran
Flying pace doubles to 12
Master of the Skies
Requirements: Kin, Heroic, Improved Flight
Flying pace doubles to 24
Losing Baby Teeth
Requirements: Kin, Veteran
The Kin grows sharp teeth, gaining a bite attack of str + d8
Dragon Multi-Attack
Requirements: Kin, Heroic, Two-Weapon Fighting
The kin can use each of its limbs to attack at a -2 penalty (Arms, Head, Wings or Tail) in one round
Improved Dragon Multi Attack
Requirements: Dragon Multi-Attack
As above but with no penalty
Deep Breath
Requirements: Veteran, Kin
Gain the ability to use the Blast Spell affects for the breath weapon. Gain 2 extra breath weapon PP.
Improved Deep Breath
Requirements: Heroic, Kin
Gain the ability to use the Burst Spell affects for the breath weapon. Gain 3 extra breath weapon PP.
Hardened Scales
Requirements: Seasoned, Western Kin
The natural armor of Western Kin becomes +4
Mature Scales
Requirements: Veteran, Western Kin
The natural armor of Western Kin becomes +6
The Western Wing
Requirements: Western Kin, Seasoned
Western kin grow clawed nubs on their wings, granting them an attack with both, damage of str+ d4 per wing.
Death Kin
Quiet as the Grave
Requirements: Novice, Death Kin
Character gains the innate ability to cast the Zombie spell. Gains a 10 pp pool and a d6 in spellcasting.
Black as Midnight
Requirements: Seasoned, Death Kin
When casting zombie, the Death Kin reduces the Power Point cost to 2/corpse. Additionally, he may double the cost per corpse to increase the Duration to 2d6 hours with a success, 2d6 days with a raise, or permanent with two raises. A Death Kin may never have more than twice his Spirit die in permanent undead servants.
Death and Taxes
Requirements: Veteran, Death Kin
The Death Kin begins to shed its living form, and gains the Undead Template(+2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; immune to disease and poison; does not suffer wound penalties.)
I Heard a Knocking
Requirements: Heroic, Death Kin
The Death Kin gains access to the following spell: enhance undead. Gains an additional 5 pp and a +1 die in spellcasting
Enhance Undead
Rank: Seasoned
Power Points: 3/undead
Range: Smarts
Duration: Special
Trappings: Runes engraved on undead, chanting
This unusual spell allows a necromancer to enhance the abilities of an undead of any sort (undead casters can augment themselves). Each casting allows the necromancer to give an undead an Advance as if it were a character. Targets might gain increased attributes or extra skills, or even gain a new Edge (without regard to requirements!). The caster can affect more than one undead at a time by spending the proper number of Power Points, but all targets must receive the same enhancement. With a success, the dead remain enhanced for 1 hour. With a raise, they remain enhanced for 1d6 hours.
On the Day of the Dead, When the Year Too Dies...
Requirements: Legendary, Quiet as the Grave, Black as Midnight, Death and Taxes, I Heard a Knocking
This Death Kin has reached the pinnacle of its kind. It's true form changes to reflect and undead dragon. Its attacks cause a spirit roll, or the victim gains a level of fatigue. If the victim dies from this, they return as a zombie under the Death Kin's command.
Swamp Kin
Born on the Bayou
Requirements: Novice, Swamp Kin
Swamp kin are at home in water, gaining a swim speed equal to their swimming die. They also can see quite well in murky conditions, they have no vision penalty for any condition up to their smarts x2
Et Toufe
Requirements: Seasoned, Swamp Kin
Swamp Kin gain the ability to produce a vast amount of different natural toxins. They grow glands in their hands that can coat their claws in the vile stuff.
The Red Stick
Requirements: Veteran, Swamp Kin
Gains an immunity to all natural toxins and diseases. Adds plus 1 die to vigor. The Swamp Kin is a dedicated stalker and killer. It gains the invisibility spell as an innate ability with a 10 pp pool. And, +1 die in spellcasting
Light Reflected Off Some Swamp Gas
Requirements: Heroic, Swamp Kin
The Swamp Kin can add poison to its breath weapon
No One Survives in the Fire Swamp
Requirements: Legendary, Born on the Bayou, Et Toufe, The Red Stick, Light Reflected Off Some Swamp Gas
The Swamp Kin gains its true form, that of a dragon's shadow. It gains the intangibility power, a 10 pp pool, and +1 die in spellcasting
Intangibility
Rank: Heroic
Power Points: 3
Range: Touch
Duration: 3 (2/round)
Trappings: Ghost form, body of shadow, gaseous transformation.
With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal. While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items. The character may not become corporeal while within someone or something. If that occurs, the caster is instantly shunted to the nearest open space, and he is Shaken.
Blizzard Kin
North of the Wall
Requirements: Novice, Blizzard Kin
Attacks gain +2 magical ice damage, immune to magical and non-magical cold
Frozen in Time
Requirements: Seasoned, Blizzard Kin
Gains the innate ability to cast the slow spell, gains a d6 in the spellcasting skill, and a 10 pp pool
Sparkle Like A Diamond
Requirements: Veteran, Blizzard Kin
The Blizzard Kin's armor grows stronger, it increases by 2.
Aurora Borialis
Requirements: Heroic, Blizzard Kin
The Bilzzard Kin Can now cast the Damage Field spell, and adds 10 pp to its pool.
Heart of Ice
Requirements: Legendary, North of the Wall, Frozen in Time, Sparkle Like A Diamond, Aurora Borialis
The Blizzard Kin changes from a white scaled creature to one made of ice. This kin can now create a Mirror Self, an exact copy to aid it in it's endeavors.
Scortch
Bar-B-Q
Requirements: Novice, Scortch Kin
The Scortch Kin has a natural immunity to all flame and heat, magical and non magical.
Only You Can Prevent Wildfires
Requirements: Seasoned, Scortch Kin
The Scortch Kin is the most physical of the Western Kin. Their physical attacks increase by +2 magical fire damage
Where There is Smoke...
Requirements: Veteran, Scortch Kin
The Scortch Kin gain an additional +2 Magical Fire Damage to their attacks
Charred and Toasted
Requirements: Heroic, Scortch Kin
The Kin's armor becomes thick and strong, they add a +2 to it.
Fire-Souled
Requirements: Legendary, Bar-B-Q, Ony You Can Prevent Wildfires, Where There Is Smoke..., Charred and Toasted
The Scortched Kin becomes elemental in nature, Its red scales turn charred, and around the plates, lava and fire can be seen moving. The kin gains the elemental template (they suffer no additional damage from called shots, are Fearless, never suffer from Wound Modifiers, and do not suffer from disease or poison).
Sand
How Did I Get Sand In There?
Requirements: Novice, Sand Kin
The Sand Kin gains reach +1
The Sands of the Hourglass
Requirements: Seasoned, Sand Kin
The Sand Kin can now cast the Quickness spell, gains a die in spellcasting, and has a 10 pp pool
Open-Faced Club Sand Wedge
Requirements: Veteran, Sand Kin
The Sand Kin increases it's walking and flight pace by +2. The running die becomes a d8
You Stepped on My Sandcastle
Requirements: Heroic, Sand Kin
The Sand Kin learns the Obscure spell, gains a die in spellcasting, and a 10 pp pool, and the reach becomes +2
From Sand, Comes Glass
Requirements: Legendary, How Did I Get Sand In There?, The Sands of the Hourglass, Open-Faced Club Sand Wedge, You Stepped on My Sandcastle
The Sand Kin Gains its ultimate form, becoming a being made of sand and loose dirt and rock. They add +2 when attempting to recover from
being Shaken, doesn't suffer additional damage from called shots, never suffers from Wound Modifiers, and doesn't suffer from disease or poison.
Dramatic Wind
Requirements: Seasoned, Eastern Kin
The deflection bonus of this Eastern Kin becomes 4
Hero Wind
Requirements: Veteran, Eastern Kin
The deflection bonus of this Eastern Kin becomes 6
Tail of the East
Requirements: Eastern Kin, Seasoned
Eastern Kin Grow a tail that can be used to attack foes, dealing Str + d8 dmg
Pearl Kin
The First Tear
Requirements: Novice, Pearl Kin
The Pearl kin gains a +2 to all healing checks, whether magical or non-magical.
The Second Tear
Requirements: Seasoned, Pearl Kin
Gains the greater healing spell and a die in spellcasting, as well as a 10pp pool
The Third Tear
Requirements: Veteran, Pearl Kin
The Pearl Kin can now ignore a patient's wound penalties when healing. This applies to the kin as well.
The Fourth Tear
Requirements: Heroic, Pearl Kin
The Pearl Kin gains an additional 10pp, and an additional +2 to all magical and non magical healing checks
The Last Tear
Requirements: Legendary, The First Tear, The Second Tear, The Third Tear, The Fourth Tear
The Pearl Kin gains its ultimate form, and the scales fuse to become a flowing irradescent barrage of soft, pale color, like a pearl. The Kin Gains another 10pp, and also gains fast regeneration, allowing the Kin the make a free vigor check to remove a wound every round.
Forest Kin
The Leaf
Requirements: Novice, Forest Kin
The Forest Kin gains a +2 to Tracking, Notice, and Survival skills.
The Branch
Requirements: Seasoned, Forest Kin
The Forest Kin looses the hinderance of animal fear, and gains the free ability to communicate with animals.
The Trunk
Requirements: Veteran, Forest Kin
The Forest Kin gains the Teleport spell, a die in Spellcasting, and a 10pp pool. The teleport must start at a plant of equal size to the kin, like a tree, and end in the same way.
The Root
Requirements: Heroic, Forest Kin
The Forest Kin gains the Animate War Tree Spell. He Gains a die in spellcasting, and 10pp.
Animate War Tree
Rank: Heroic
Power Points:3
Range: Touch
Duration: 3 (2/round)
Trappings: Tree becomes covered in runes, warps into a “tree man.”
War trees are semi-sentient, animated trees, created usually only in desperate times of need. With a success, the hero awakens one tree (which must be taller than 30') he is touching as a war tree. On a raise, the animated tree is a Wild Card. At the end of the spell's duration, the war tree transforms back into a regular tree. If the war tree is killed before this time, the spell is automatically ended.
War Tree
War trees are regular trees animated through skogsra, druidic, or certain priestly magic. They possess only rudimentary intelligence.
Attributes: Agility d4, Smarts d4(A), Spirit d10, Strength d12+6, Vigor d10
Skills: Fighting d8, Notice d6, Stealth d4 Pace: 6; Parry: 6; Toughness: 19 (4)
Special Abilities:
* Armor +4: Thick bark.
* Branch Swipe: Str+d6, Reach 2.
* Camouflage: When stationary within a forest, war trees add +4 to their Stealth rolls.
* Hardy: War trees do not suffer a wound from being Shaken twice.
* Huge: Attackers are +4 to attack rolls against a war tree, due to its size.
* Improved Snow Walker: Treats snow and ice as normal terrain.
* Plant: +2 to recover from being Shaken. No addition-al damage from Called Shots. Not subject to Tests of Will. Immune to piercing attacks.
* Size +8: A war tree is over 40' tall but usually quite narrow
* Stomp: Str+8. The creature is naturally adept at using its full weight to smash its foes. Non-rigid armor (hide, leather, chain mail) offers no protection against the stomp.
* Sweep: A war tree can attack all adjacent opponents at no penalty.
* Weakness (Fire): Fire attacks cause double damage.
The Great Tree
Requirements: Legendary, the Leaf, The Branch, The Trunk, The Root
The Forest Kin gains its ultimate form. its body changes, and seems to be made of tightly woven plants and vines. The Forest Kin can stimulate the growth of plant-life around him. In a radius equal to the Kin's spirit die, all plants excelerate their growth. Years become hours, Months become minutes, days become seconds. it might take a day to grow a tree to full size from a seed. This power can be used a number of hours a day equal to the Forest Kin's Spirit x2
Storm Kin
The Calm Before
Requirements: Novice, Storm Kin
Storm kin are quick as their lightning breath weapon, they redraw initiative cards below 5 or below. If the Kin has the quick edge, they redraw cards eight or below.
It Can't Rain All The Time
Requirements: Seasoned, Storm Kin
Storm Kin are superb fliers. They double their pace and flight speed, and gain a +2 bonus to Agility checks to perform specific flight maneuvers.
Going Green
Requirements: Veteran, Storm Kin
The Storm Kin gains the spell Whirlwind. The Kin also gains a die in spellcasting, and a 10pp pool.
Ride the Lightning
Requirements: Heroic, Storm Kin
The Storm Kin's breath weapon gains 2 extra damage dice.
Listen to the Thunder
Requirements: Legendary, The Calm Before, It Can't Rain All The Time, Going Green, Ride the Lightning
The Storm Kin gains it's ultimate form. It appears as a mass of swirling clouds, their color depending on its emotions, It's eyes cam be seen as flashing lightning. The Storm Kin Draws an extra initiative card in combat. This stacks with the edges Level Headed and Improved Level Headed.
River Kin
This Runs Through It
Requirements: Novice, River Kin
The River Kin can freely breath underwater, and has no depth limit. It has a swimming Pace of 10
Rapid Charge
Requirements: Seasoned, River Kin
By spending a chip, the River kin can purify water it touches, up to its spirit X10 in gallons. This ability can be used to remove poison or toxins from an individual if done within rounds equal to the Kin's spirit.
Flow with the Current
Requirements: Veteran, River Kin+
While standing in a body of water, The River Kin can use the spell Pummel, its trappings are those of a wave. The Kin gains a spellcasting die , and a 10pp pool.
From the Mountains to the Sea
Requirements: Heroic, River Kin
While in standing in a body of water, the damage and effects of the River Kin's breath weapon are doubled
Tidal Ebb
Requirements: Legendary, This Runs Through it, Rapid Charge, Flow with the Current, From the Mountains to the Sea
The River Kin's final transformation is into living water. If no body of water is nearby, the Kin can give itself a level of fatigue to use the ability, or double the damage and effects of any water abilities, or take two levels to do both.
Temple Kin
All Along the Watchtower
Requirements: Novice, Temple Kin
Temple Kin are often found at places of power, guarding them from danger. They gain a +2 to Notice checks, and have an additional +2 to armor, and a +1 to parry
Another Brick in the Wall
Requirements: Seasoned, Temple Kin
When in full defense, the Temple Kin Doubles the defensive modifier
The Rock
Requirements: Veteran, Temple Kin
Temple Kin gain a die of vigor, and can cast the barrier spell. They gain a die in spellcasting, and 10pp.
The People's Elbow
Requirements: Heroic, Temple Kin
Temple Kin can double the power of their barrier spell by paying double he cost of the spell. They gain an additional 5 pp, and another die in spellcasting.
Guardian at the Gates
Requirements: Legendary, All Along the Watchtower, Another Brick in the Wall, The Rock, The People's Elbow
The Temple Kin Truly become a part of the place that they protect, as their appearance becomes like a statue. They become fearless, can cast the barrier spell at instant speed, gain the ability to cast the barrier spell multiple times in a round (with penalties), and gain an additional 5 pp, and another die in spellcasting