Professional Documents
Culture Documents
As before, powers of official sources as well as those fan-made are given with
their respective sources, and marked accordingly.
Some are generally not reccomended, such as the Phantom Stalker legacy,
which requires the PC to be ephermal.
However, do note that even if you dissalow PCs to use some powers or
legacies, they can still become interesting powers for villains to wield!
In kind regards,
Helios inferno
Powers
Alternate Form Fireborn PG p.78
You can take on a limited number of other Forms.
Aquatic Fireborn PG p.78
You are adapted to movement and survival in water.
# Awe Inspiring Salt-Lake City
Looks so beautiful, majestic, or hideous..others are forced to look at you
Child of Fire Fireborn PG p.78
Your blood runs hot with the oiwer of Fire.
Clarity Fireborn PG p.79
You think with superhuman speed
Cold Spawn Fireborn PG p.79
You embrace the chill of ice and snow, and can generate a freezing cold.
Crushing Will Fireborn PG p.80
You bend others to your will.
Distant Mind Fireborn PG p.81
Your ability to use Group Mind is unparalleled, and can send your psyche wandering without your
body,
Earthstride Fireborn PG p.81
Earth parts before you like water.
Ferocity Fireborn PG p.82
You deal death with a passion, and are hard to keep down.
@ Flight Fireborn.org
You can fly without wings. By force of will alone, you can fly as if you had wings.
Gaze of the predator Fireborn PG p.82
Your power is in your eyes.
# Gift of Tongues Salt-Lake city
Your voice speaks directly tot he heart; your words cross any language barrier.
Group Mind Fireborn PG p.83
You share a bond with others that allows you to communicate with a thought.
(All Dragons and Scions begin with Group Mind as a bonus level 1 power)
Heightened Senses Fireborn PG p.83
You have the use of one of your senses beyond the human norm.
Heir of the storm Fireborn PG p.83
Lightning and wind are your inheritance.
@Hunger of the Void Fireborn.org
You can eat just about anything.
Instinct Fireborn PG p.84
When danger threathens, your primal responses kick into action.
!Maleable GMs Guide p.203
You can squeeze your body through small openings and into confined spaces.
!Manifest GMs Guide p.203
One of the only ways that ephemeral creatures can connect to and interact with the physical world.
Metabolic Control Fireborn PG p.84
You can control your bodys resources, making you quicker or tougher as circumstances demand.
Mythic Leap Fireborn PG p.84
Tall buildings in single bounds..
# Newtons Eye Salt-Lake City
The power to manipulate the very laws of gravity itself.
$ Nightmarish Presence Dark Phoenix
Your presence alone strikes terror to the very heart of those around you.
Nobility Fireborn PG p.85
Your presence awes foes and friends alike.
# Phase Shift Salt-Lake City
The abbility to shift out of excistence for but a moment, long enough to avoid attacks.
$ Prescient Dark Phoenix
You have the abbility to glimpse into the future, preparing yourself before it happens.
Rapport Fireborn PG p.86
Beasts and Men are soothed by your words.
Shadow Spinner Fireborn PG p.86
You can weave the strands of shadow, the absence of light and the absence of life.
# Silver Tongue Salt-Lake City
You speak with a soothing and convincing voice.
Skin of Stone Fireborn PG p.86
Your Skin wards blows and absorbs damage.
@ Soul of the Craftsman Fireborn.org
Allows to absorb the latent potential of a tool, enabling him to gain insight into the use of it.
@ Spell engine Fireborn.org
Your blood boils not with fire but magic; casting spells is as natural to you as breathing.
$ Strength of Steel Dark Phoenix
Your titanic strength is beyond mortal boundaries.
@ Summoner Fireborn.org
Using the summoner power you can call forth creatures from other realms of existence.
!Swift GMs guide p.204
You can cover ground amazingly fast!
# Tides of Fortune Salt-Lake City
You are aware of the flow of Karma, and can ben dit to your benefit.
!Unseen GMs Guide p.204
Only few know the true secrets in which faeries can remain unseen among mortals.
WallCrawler Fireborn PG p.87
You are as comfortable on walls and ceilings as you are on the sidewalk.
# Wireless Interface Salt-Lake City
You understand technology like no other, manipulating and communicating at a distance.
! Denotes powers from the Fireborn GMs Guide, these are not normally available to dragons by
default.
Note the Manifest power is only used for Ephermal creatures, but could be adapted to do the
reverse for non-ephermal creatures.
Unseen is a power normally only available to faeries, but as other GM powers listed is up to the GM
to allow.
@ Denotes fanmade content, Fireborn.org website is down but can be reached here:
http://web.archive.org/web/20080312192748/http://fireborn.org/index.php?cat=5
# Denotes fanmade content, from the Obsidian portal campaign Salt Lake City, found here:
https://fireborn-salt-lake-city.obsidianportal.com/wiki_pages/powers
$ Denotes fanmade content, from the Obsidian portal campaign Dark Phoenix, found here:
https://dark-phoenix.obsidianportal.com/wikis/main-page
NOTE: Dark Phoenix has added many new houserules and changes to the default setting, (i.e. you
do not play dragons).
Legacies
@ Acid Wyrm Req: Metabolic Control Fireborn.org
You can breathe forth a gout of corrosive slime.
Aegis Bearer Req; Skin of Stone Fireborn PG p.88
As long as your karma lasts, you are invulnerable.
Baleful Gaze/Beholder Req; Gaze of the Predator Fireborn PG p 88
You can turn people to stone with a mere look.
Fire Wyrm Req; Child of Fire Fireborn PG p.89
The most ancient and feared abbility of dragons; the abbility to breath fire.
@ Frost Wyrm Req; Coldspawn Fireborn.org
You can breathe forth a blast of supernatural cold.
@ Gatekeeper Req; @Summoner Fireborn.org
You control the boundaries between worlds; and can actively travel to other realms of existence.
Ghost Walker Req; Distant Mind Fireborn PG p.90
You cross the boundaries of the living and dead, becoming ephermal.
Green Lord Req; Rapport Fireborn PG p.90
Plants and animals heed your call.
*Illusionist Req; Shadow Spinner Lost Legacies of Air
You are an artist and the world is your canvas. Spinning images that can fool about but the most
observant.
@ Invisibility Req; !Unseen Fireborn.org
Your abbility has extended itself to become truly invissible
Karma Thief Req; Group Mind Fireborn PG p.91
A truly fearfull power; to steal the stuff of spirit.
@ Lightning Wyrm Req; Heir of the Storm Fireborn.org
You can breathe forth a blast of electric power.
# Lord of Chaos Req; #Tides of Fortune Salt-Lake City
You understands how Karma that shape the world, and can reshape it at will.
@ Magic Prodigy Req; @Spell Engine Fireborn.org
Magic is your life-breath, your soul echoes with incantations. Others must learn their spells; you cast
them through your own imagination.
Mind Tyrant Req; Crushing Will Fireborn PG p.91
The mind tyrant assembles mindless armies to do his bidding
@ Phantom Stalker Req; !Manifest Fireborn.org
You can affect the physical world without having to manifest yourself first.
# Physiomancer Req; #Newtons Eye Salt-Lake City
You have mastered the ways of manipulating the laws of Physics to yuor will.
Poison Wyrm Req; Metabolic Control Fireborn PG p.92
The ability to spew a poisonous gas
Quickened Body Req; Instinct Fireborn PG p.93
This legacy allows a dragon to move seemingly out of Time.
Quickened Mind Req; Clarity Fireborn PG p.93
This legacy allows a dragon to think as if time stopped.
*Scion of the North Req; Coldspawn Lost Legacies of Air
You can breathe a cone of cold.
$ Sensate Req; Heightened senses (any) Dark Phoenix
You can see all, hear all, and feel all..
Shapeshifter Req; Alternate Form Fireborn PG p.93
A legacy of chaos and flux, changing the very form of his body
@ Spell Wyrm Req; Spell Engine Fireborn.org
You can breathe forth a blast of magical energy.
Stone Lord Req; Earthstride Fireborn PG p.94
The dragons legacy causes earth and stone to move and reshape.
Storm Lord Req; Nobility (?) Fireborn PG p.94
The storm lord can call upon his legacy to harness natures fury.
Telekinetic Req; Crushing Will Fireborn PG p.96
The bearer of this legacy can fight, kill, and guard without lifting a claw.
Teleporter Req; Distant Mind Fireborn PG p.96
The teleporters legacy can bend space itself
$ Titanic Strength Req; Strength of Steel Dark Phoenix
Your strength allwos you to throw massive objects, and crush opponents with ease.
Undying Wyrm/Serpent Req; Ferocity Fireborn PG p.97
The undying wyrm refuses to give up his incarnation; as long as he retains karma, he cannot die.
*Wind Wyrm Req; Heir of the Storm Lost Legacies of Air.
Your breath is equivalent to that of gale-force winds.
Wizards Bane Req; Shadow Spinner Fireborn PG p.97
Magic, even that woven by others, is putty in your hands.
? Storm Lord requires the nobility power as officially mentioned in the book. This and several
others, possibly have this odd requirement to spread out the Power requirements a bit more.
As a houserule, you can allow players easier access to Legacies, given they have other
powers that reasonably relate to it.
* Denotes content from the official Secrets of Fire article; Legacies of Air, originally content to be
released in the Book of Aspects but never made it to print.
@ Denotes fanmade content, Fireborn.org website is down but can be reached here
http://web.archive.org/web/20080514004339/http://fireborn.org/index.php?cat=6
# Denotes fanmade content, from the Obsidian portal campaign Salt Lake City, found here:
https://fireborn-salt-lake-city.obsidianportal.com/wiki_pages/legacies
$ Denotes fanmade content, from the Obsidian portal campaign Dark Phoenix, found here:
https://dark-phoenix.obsidianportal.com/wikis/main-page
NOTE: Dark Phoenix has added many new houserules and changes to the default setting, (i.e. you
do not play dragons).
Powers and their Legacies
This list is simply there for ease of use; Look up the powers your dragon has access too and see
which legacies are available to you. Note that Group Mind is a bonus power given for FREE to all
Scions and Dragons. (so all players generally have access to Karma thief as a legacy choice)
Powers with no legacies attached are ommited from the list.
Awe Inspiring
Choose if your dragon is either Beautiful, Majestic or Hideous and gain the listed benefit;
Beautiful; Gain 1 Automatic Success with interaction tests
Majestic; Gain 1 Automatic Sucess with Leadership tests
Hideous; Gain 1 Automatic Success with Intimidation tests
Targets are only partially hypnotized from the effect. They are forced to keep looking at the
Scion during the time limit and any stealth rolls by allies will have a high THs to resist, but any
threat to their well-being or any obvious attempt to disadvantage them in some way will cancel
the effect.
Flight Fireborn.org
You can fly without wings. By force of will alone, you can carry your body aloft and fly as if you had
wings. Normally, a character that has wings has no need of this power, but if a character with wings takes
this power, the character can fly without wings (if the characters wings are bound or injured).
While flying with wings, the characters gait is the higher of that granted by wings or that granted by this
power, and the characters maneuverability is the higher of the two +1 (to a maximum of 6*).
Flight
Rank 1 You have a Flying Gait of Sluggish, and Manueverability of 1
Rank 2 You have a Flying Gait of Slow, and Manueverability of 2
Rank 3 You have a Flying Gait of Moderate, and a Manueverability of 3
Rank 4 You have a Flying Gait of Fast, and a Manueverability of 4
Rank 5 You have a Flying Gait of Speedy, and a Manueverability of 6
*As a Houserule, Flight power may be used as a prequisite for the Telikinetic Legacy
**Houserule; GM may choose to allow 1 reroll for every manueverability over 6, otherwise treating
it as 6.
Gift of Tongues (Obsidian portal, Salt-Lake City)
You have the gift of Tongues, the supernatural abbility to be understood no matter what language you
speak Your soothing voice speaks directly to ones heart, whether to inspire, impress or intimidate.
Gift of Tongues
Creatures you use this power on will always understand you, regardless of language barrier.
Even creatures that not neccesarily have a language of their own.
Rank 1 You gain 1 automatic success in any Social interaction, Intimidate or Leadership tests.
Can only speak to a single creature and be understood at a time.
Rank 2 You gain 2 automatic successes in any Social Interaction, Intimidate or Leadership tests
Can Speak to up to 5 Creatures at a time.
Rank 3 You gain 3 automatic successes in any Social Interaction, Intimidate or Leadership tests
Can speak up to 10 creatures at a time as a Free action
Rank 4 You gain up to 4 automatic successes in any Social Interaction, Intimidate or Leadership
tests. Can speak and be understood to 25 creatures in eyesight at once as a free action
Rank 5 You gain up to 5 Automatic successes in any Social interaction, Intimidate, or Leadership
tests, speaking to all creatures in eyesight at once as a Free action.
*This Power is mentioned, but not found on the Obsidian portal page.
Note; This power allows one to be understood by any creature, despite language barrier or need
of any known language available to the creature. It does not, however force the creature to listen
or follow your requests. Likewise creatures in combat may require a reason to stop and listen.
Hunger of the Void (Fireborn.org)
You can eat just about anything.
At low-levels, this allows you to survive off of spoiled food and plant matter; at high levels, you can chew
through steel and consume far more material than your body could possibly hold.
Despite this ability to consume, the character suffers no ill effects from this increased consumption, as if
some internal void destroys excess food consumed. There is often a slight increase in appetite, and
individuals with this power do tend to be thin, but neither trait is more noticeable than for a normal individual
with a high metabolism.
Rank 1 - You are immune to food poisoning, and can eat spoiled and decaying meat.
You can ignore the effects of most ingested poisons simply by making a Water (Stamina)
test with a TH 1; Magical poisons may have a higher threshold, but only the most severe
mundane poisons (Corrosive ones or industrial toxic waste) would have a higher TH.
Rank 2 -You are immune to ingested poisons, and anything you can swallow, you can digest.
You can now eat twice what a normal human can without ill effects.
Rank 3 - Your ability to consume things is beginning to reach supernatural proportions;
you can consume half your body weight in a single sitting with no ill effects, and can chew
bone, wood, and similar materials with ease.
If you have no bite attack, you gain one; which is a 5/L weapon. If the character has a bite
attack with a lower damage value, it increases to 5/L.
Rank 4 - The character can now chew through all but the hardest metals and stone;
up to 150% of the characters body mass in a single sitting.
The characters bite radius now expands; allowing the character to take bites that are
roughly half-again the size of the characters fist, assuming a humanoid shape (or about
four size classes smaller than the character).
This makes the characters bite a 9/M weapon (unless it was already greater).
Rank 5: The character can bite through the hardest materials, and devour three times the
characters body mass in a single sitting.
The characters bite can now engulf items (or take out chunks) that are nearly as large as the
characters head (or about three size classes smaller than the character). The characters bite
is now a 12/H weapon, unless it is naturally higher.
Malleable
You gain the Squeeze mental action.
For the rest of the turn, some or all of your body may move through a closed-in space as if you
were a smaller size.
For each rank you have in this power, you may fit through a space up to two size categories
smaller than you. If more than half of your body is in the smaller space, you are considered to be
that spaces size when determining the results of physical moves or actions.
If half or less of your body is in the smaller space, you are considered to be your normal size when
determining the results of physical moves or actions.
Manifest
Choose one of the following senses: sight, sound, or touch.
You may use the Manifest action to bring that aspect of yourself into contact with the physical
world;
Sight allows you to see the physical world, as well as allowing non-ephemeral creatures to see
you.
Sound allows you to hear sounds in the physical world, as well as allowing non-ephemeral
creatures to hear you.
Touch allows you to move and affect things in the physical world, while also allowing non-
ephemeral creatures to touch and affect (and damage) you.
You may also use the Manifest action to remove that sense from the physical world.
Rank 1 You gain Manifest as a Full-Turn action with only 1 sense of choice.
Rank 2 Choose an additional sense to be able to manifest.
You may still only manifest one sense per turn.
Rank 3 You may manifest two senses on the same turn.
Rank 4 You can manifest all three senses, but may still only manifest two senses per turn
Rank 5 You can manifest all three senses on the same turn
*This Power is not normally available to Player Characters, but is required for a Shadow Dragon
to interact with the physical world if Ephermal.
If you allow this power, you may want to allow all dragons to use Alternate Form to choose
Ephermal forms to change into, or allow the power to work in reverse (to affect ephermal
creatures)
Newtons Eye
You may use Manipulate Gravity as a Mental action, to increase or decrease the effects of
gravity within a gven area equal to 2 x (Air+Earth) Square Feet in the shape he wishes.
By doing so, it affects the moving and jumping distances, as well as the lifting/carrying capacity of
those within the area.
Rank 1 Your manipulation changes the jumping and carrying capacity, increasing to 1.5x or
deminished to 0.5x the normal values.
Rank 2 You can multiply the jumping distance by 2x
Rank 3 You can multiply the Jumping capacity to 3x,
and either increase or decrease the speed gait by 1
Rank 4 Can increase Jumping distance to 4x,
Increase or decrease speed gait by 1, Add or substract 1 to the base Fire and Water scores
of those within the area of effect.
Rank 5 You have mastered Gravity to such an extend, you may choose to affect a single target if
you choose to do so, rather then an area of effect.
Nightmarish Presence (Obsidian portal, Dark Phoenix)
Some are so terrifying their very presence brings chills to your spine.
Friend and Foe alike will have troulbe keeping their calm around you while the power is in effect.
Nightmarish Presence
You gain the Cause Fear mental action which can make those who come near be terrified of
you, lasting for the entire scene or when ended with another mental action.
Those who are or come within 20 feet of you (Friend or Foe), must make an immediate Earth(Will)
test with a TH of 3, +1 per rank in this power.
A failed test results in a -1 penalty on all tests and checks untill the end of the scene or the power
ends. Those who succeed are immune to the effects untill the end of the current scene.
At the GMs Discretion, some creatures such as Mindless undead or robots may be immune tot his
effect.
Rank 1 You gain the Cause Fear mental action, a second use ends the effect.
Rank 2 The range of your Cause Fear effect extends to 50 feet.
Rank 3 The penalty increases to -2 on all tests and checks on a failed save.
Rank 4 The range of your Cause Fear effect extends to 100 feet.
Rank 5 The penalty increases to -3 on all tests and checks on a failed save.
Activating or ending the Cause Fear effect no longer requires an action, and is activated
or deactivated at will.
Phase Shift
You may use Phase Shift as a defensive action which can be used against any kind of attack.
Phase Shift can be used as many times in a defense sequence as you have ranks in this power.
Prescient
Rank 1 Your instinctive knowledge of the immediate future grants a special insight.
Once per scene you may reroll all the dice on a single Test or Check, but must abide by the
second result.
Rank 2 You can sense imminent danger, granting you maximum successes on any Earth (sense)
test to oppose an Ambush action.
Rank 3 You may now use your Rank 1 abbility twice per scene instead of once; and may choose
either result.
Rank 4 -Your predictive abbilities give an edge in predicting the movement of those around you.
You gain automatic success on all tests using or opposing the Aim, Defensive Feint, Feint
or Interrupt mental actions, or when making Water(quickness) tests to avoid attacks in
combat.
Rank 5 - Knowing when a fight will occur beforehand is a great advantage.
You may make a Quickened Initiative check during initiative. Roll 3 dice, and if you are
successful, you may only make either a physical or mental action.
Your Rank in this power is used as a tiebreaker in all initiative checks or tests.
Note;
The power can be very unbalancing, be carefull when you allow this power or houserule it to your
needs.
Silver Tongue
During a test used for persuasion, you may choose one of two following effects;
- Benefit of the Doubt;
The target gives you the benefit of the doubt, and will listen to your whole speech, regardless of
predisposition. Negative emotions remain, but the target will not interrupt your speech (though
will still defend himself if attacked).
At Rank 1 3; Target can snap out of this trance with any significant outside distraction. (someoen
yelling for him, a gunshot etc.)
At Rank 4-5; Nothing will allow the target to stop listening, short of defending himself from
bodily harm.
- Charmer;
During the persuasion attempt, you may choose one emotion to be forgotten during the
conversation, lowering the TH of the interaction test by 1 for each level in this power.
Level 1-3; The emotion may not bet he primary emotion the target is feeling.
Level 4-5; You may chosoe a primary emotion tob e forgotten fort he duration.
The amount of people affected is the rank in this power squared (1/4/9/12/25). At level 5, you can
choose to use both of the above effects at the same time, but onyl against 1 target.
While using this power, you may not use any other action.
Soul of the Craftsman (Fireborn.org)
This power allows the scion to absorb the latent potential of a tool, enabling him or her to gain insight into
the use of that tool.
By picking up a wrench, the character can learn how to repair an engine.
By picking up a sword, the character can learn how to fight.
The character can even use this power on textbooks and reference works, gaining insight into scholarly
pursuits..
Spell Engine
You may use Manipulate Gravity as a Mental action, to increase or decrease the effects of
gravity within a gven area equal to 2 x (Air+Earth) Square Feet in the shape he wishes.
By doing so, it affects the moving and jumping distances, as well as the lifting/carrying capacity
of those within the area.
Rank 1 You stage down damage caused by your overkill successes to 7 per overkill success.
Furthermore, the character can continue building a spell even after meeting the
Threshold in order to channel the other successes into casting options or to fuel the
higher level effects of this power.
Rank 2 You stage down damage caused by your overkill successes to 5 per overkill success.
However, anyone in physical contact with you when you cast a spell and generate overkill
successes takes 1 point of damage per overkill success (this does not include any that are
used to power casting options). This energy may damage your clothing or equipment,
but does not affect you.
Rank 3 You stage down damage caused by your overkill successes to 3 per overkill success.
- You gain access to the Mana Eruption mental action.
This move causes coruscating bolts of magical energy to play across your body, which
grants you 1 automatic success when using the Intimidate action.
Once activated, Mana Eruption lasts for one scene.
Rank 4 You no longer take damage from overkill successes.
However, anyone in physical contact with you when you cast a spell and generate overkill
successes takes 3 points of damage per overkill success (this does not include any that
are used to power casting options). This energy may damage your clothing or
equipment, but does not affect you.
- You may now use Mana Eruption tof lood the area with magical energies, making it
easier dangerously so for casters to cast their spells.
You must first build up the energies to a maximum of turns equal to your Air score. When
you release the energies as a mental action, an area equal to 10 foot +10 for every turn
spend gathering energies is filled with arcane energy.
Anyone casting a spell within the area has their casting threshold lowered by 1 for each
turn spend gathering energy.
Rank 5 Instead of taking damage from overkill successes, each overkill success you generte
now heals 1 minor wound.
However, anyone in physical contact with you, now takes 5 damage per overkill success
(this does not include any that are used to power casting options, but it does include any
that are used to heal). This energy may damage your clothing or equipment, but does
not affect you.
Strength of Steel (Obsidian portal, Dark Phoenix)
Your strength is far above those of mrotal men, and can easily carry larger objects or bend bars with ease.
Strength of Steel
For each rank in this power you gain 1 automatic success in any check or test (not attacks) that
involves brute strength, such as lifting and carrying heavy objects.
Each rank increases your carrying capacity by half your unenhanced base capacity.
You also gain +2 damage with all melee and thrown weapons for each rank in this power.
Summoner (Fireborn.org)
A creature with the summoner power can call forth creatures from other realms of existence.
Commonly called creatures include primordials, fae, and unliving creatures, although just about anything
can be called. When the creature is slain or this power ends, the creature returns from whence it came.
Summoner
You gain the Summon Mental action;
Make an Air (Ka) test, with a TH of half the creatures APL (rounded up) + 5.
Local Karma rating substracts from the final TH, while Taint will increase the TH.
(For Tainted summoners reverse the relationship)
A summoned creature will appear in the next round of initiative.
Unseen
For each rank a creature has in this power, its Stride increases as if it were one size category larger.
Tides of Fortune
The Scion is aware of the flow of Karma and can shape it to his benefit.
He may activate one of two effects once per session:
During a Karmic Bid (or when using Karma to add successes during a narrative scene) the Scion
may add up to 1 success per rank in this power without having to spend any Karma.
The Scion may declare that he is using this power for luck to intervene in some dynamic way on
his behalf. The effect should be decided between narrator and player and should reflect the ranks
the scion has in this power (rank 1, a small intervention; rank 5, Deus Ex Machina)
Unseen
Unseen leave no tracks and cannot be recorded by any media, whether photographic or digital.
Rank 1 Natural beings simply do not see you. They may notice something or someone, but their
minds are befuddled by this power to make them think that it is an object, someone that
should be there normally, or just their imaginations.
The effects of your actions, like objects that are moved or doors that are opened, seem to
happen of their own accord.
Natural animals can still sense your presence, and supernatural creatures can notice you
by making an Earth (Ka) test 2 the first time they have a chance to notice you in a scene.
Creatures that succeed at this test do not need to test again for the rest of the scene.
If a supernatural creature does not notice you, he may attempt to spot you each turn by
making an Air (Ka) test 2 as a mental action.
Rank 2 Natural animals cannot smell you, and the TH for supernatural creatures to detect you
increases to 4.
Rank 3 Natural animals cannot hear you, and the TH for supernatural creatures to detect you
increases to 6.
Rank 4 Natural animals cannot see you or detect you in any way, and the TH for supernatural
creatures to detect you increases to 8.
Rank 5 The TH for supernatural creatures to detect you increases to 10.
Note; Unseen is not normally available to PCs, but it is very appropiate to Faerie Dragons,
concidering Unseen is normally only possessed by Faerie creatures.
Wireless Interface (Obsidian Portal, Salt-Lake City)
As technology developed through the ages, so it gave rise to new oppurtunities and powers.
You have developed the power to communicate and manipulate electronic devices at a distance.
Wireless Interface
With a sustained mental action Air (Tech-Electronics), the character has the ability to
telepathically interface with digital devices.
The Scion may sense electronics within his Karmic range with a successful Air (senses) test.
Rank 1 The Scion may sense wireless networks and connect to any nearby WiFi or Bluetooth
networks and interact with the device at roughly the same speed and capability as when
operating a simple handheld computer.
Rank 2 As above, except the speed and capability increases, granting him 1 automatic success
during any Air (Tech-Electronics) test or Air (research) tests while using the ability.
Rank 3 The Scion may now access the World Wide Web from anywhere in the world or connect
with any WiFi or Bluetooth capable devices, even when such wireless capabilities or the
devices themselves are turned off.
Rank 4 The Scion may now interact with objects at the speed of his thoughts.
When using Wireless Interface on any extended test the Scion will now halve the normal
duration of time each dice roll represents.
Rank 4 The Scion may now telepathically interface with any object that even only has a simple
electronic chip.
Note: This power deals primarily with wireless interfacing with objects.
Manipulating these objects (reprogramming them, gaining information, etc) will be governed by
the Tech: Electronics skill.
New Legacies
Acid Wyrm Fireborn.org
You can shoot forth gouts of corrosive acid or slime.
At Will: You can sense the exact karmic or taint ratign of your surroundings. Furthermore you can
see any place where the fabric between worlds is thin, indicating somethign has been summoned
or crossed over from another realm.
In addition you can take a mental action, to adjust yourself tob e immune to any hostile
enviromental effect as if a native on the current plane. However, the character is not immune to
attacks from locals, even if they are similar or identical in nature to the local conditions.
Spending karma: A character with this legacy can spend karma to pass into an entirely different
reality. In order to leave the physical world, the cost is 12 karma at a site that has a karmic rating
of 0; this decreases 2 for every increase in karmic rating of the area (tainted beings reverse this
relationship), with a cost of 2 Karma for a karmic rating of 5.
If the area is a natural gate, or the fabric of reality is otherwise thin (multiple passages, a faerie
ring, or so forth, at the GMs discretion), the cost is halved. Once in the other realm, there is no
cost to remain.
Returning to the normal world has a similar cost; although the cost is based on the local karma or
taint rating (making some realms very difficult to escape from). However, since the character is
not native to those realms, the cost is always treated as if the character is at a natural gate (and
does not gain any benefit from being at one).
Illusionist Secrets of Fire: Lost legacies of Air
You show what is not there, and you are an artist and the world is your canvas.
You can spin images that can fool about but the most observant.
At Will: You may create an effect identical to the Catchers Creation spell on yourself only.
The Senses test TH to notice something amiss about your illusion is equal to 5 + your awakened
level.
Spending karma: You gain the mental action Weave Illusion.
Every illusion you create has a duration of concentration unless you pay karma to extend it.
You can create illusions to cover yourself, others, or an area within a Trivial distance from you.
These illusions follow the same rules as the Catchers Creation spell, except that the illusion may
be of creatures in addition to objects.
The Senses test TH to notice something amiss about your stationary illusions (illusions of
objects) is 5 + your awakened level.
The Senses test TH to notice something amiss about your mobile illusions (including illusions
that alter your appearance to make you appear to be another person or creature) is 1 + your
awakened level.
Karma expenditure is as follows for use of this legacy:
Karma Effect
1 Cover 1 size category worth of creatures or objects with an illusion of your choice.
For each additional size category worth of creatures or objects you cover, the cost
of this effect increases by 1.
1 Increase the Senses TH to notice something amiss about your illusion.
1 Cause the glamour to fool even those viewing the ephemeral, so long as their Ka score
is no higher than 1.
The requisite Ka score to automatically see through the glamour can be increased by 1;
for each increase of 1 in the requisite Ka score, the cost of this effect doubles.
Such creatures still have a chance to perceive that something is amiss using a Senses
test, just as a normal viewer would.
1 Extend the range at which you can maintain the illusion by one Karmic range
increment. For each rank you increase your control range by, the cost of this effect
doubles.
1 Extend an illusions duration (either a static illusion or one programmed to run a
certain scene) by 10 minutes beyond your concentration.
Invisibility Fireborn.org
You can become truly invissible.
At Will: Any Ka test made to gauge your capabilities automatically fails. If the roll would normally
automatically succeed, the test is made normally.
Spending karma: You gain a mental action Vanish.
Each turn that you use an untested mental action to vanish, you become invisible and
undetectable to sight (even to supernatural beings).
Any rolls to notice the character or attack the character have a +5 TH modifier, which heightened
sight does not alleviate. Every two levels of heightened senses (other than sight), or four levels of
heightened sight, reduce the penalty by 1 (the character may be invisible, but the disturbances
the character makes are not).
Remaining invisible costs 1 karma per turn; the character can spend additional karma for the
following added effects.
Karma Effect
1 Obscure the disturbance the character makes, increasing the TH penalty by an
additional +1 per turn per extra
Varies Make an object or unconscious creature that you are touching vanish along with
you, spending one karma per size category of the passenger (minimum 1).
You may let go of the creature or object at any time, at which point it becomes
vissible again.
Targets may resist with Water (Quickness) tests. Each such success lowers the damage by 5 or the
push effect by 1.
Lord of Chaos (Obsidian portal, Salt-Lake City)
The bearer of this Legacy understands the patterns of Karma that shape the world around him, reshaping
those patterns at his will.
The larger and more complex the pattern is, the greater the control the bearer has, including computer and
social networks, natural networks like rivers and highways, and even the thought processes of humans.
These changes are potent, but only seldom permanent, as Karma and Nature have a way of bringing things
back to normal.
At Will: The Scion is not affected by mental disadvantages due to distracting environments.
Spending karma:
On Objects The Scion may affect any of these items that are in his karmic range.
Karma Effect
1 Break a simple object (toaster, bike)
3 Break a multifaceted object (a simple computer, calculator, engine)
5 Break a complex object or network (Complex computers, an entire vehicle)
3 Break a multifaceted object (a simple computer, calculator, engine)
+1 Make the breaking permanent otherwise restores after one hour per level
of complexity as noted above.
+3 instead of breaking, object is reorganized to perform a different but similar
function.
On people may only affect one individual at a time. The target may resist with Earth (Ka)
against the Scions Air (Ka)
Karma Effect
1-5 Causes an individuals thoughts to become erratic,
causing 2 mental disadvantage penalty per 1 Karma spent. Lasts for one scene
3 causes an individual to permanently lose his or her memory of the last minute.
+1 Karma for each additional minute.
+1 an additional 2 successes to your Air (Ka) roll
Magic Prodigy Fireborn.org
Magic is your life-breath, what makes you who you are.
Your soul echoes with incantations, and every heartbeat is an invocation of power.
Others must study and research to learn their spells; you can cast them through your own imagination.
At will; You know all casting options, rituals, and variants for any spell that you have learned
normally, whether from spell picks at character creation or by spending AP.
Spending Karma; Dragons with this legacy can create spells on the fly, casting just about any spell
as they need it. By spending 2 karma per rank of the spell, the character can cast any spell, even
one the dragon does not know.
However, while this can be used to create rituals and variant spells on the fly, the character does
not get any casting options when casting invented spells*.
The character must learn the spell normally to gain access to the casting options.
NOTE; You must still have the Casting Edge at the appropriate level; this legacy does not let you
cast spells beyond your ability.
*At the Game Masters option, this can be used to create entirely new spells on the fly (assess
each individually and assign an appropriate rank, fine detail is only needed if the character wishes
to learn the spell normally).
You may spend 1 karma in order to see and hear the physical world; you do not become visible or
audible while doing so. This karma expenditure must be made every turn.
You may also spend an additional two karma in order to make yourself seen and heard for one
turn. Neither of these abilities require an action.
At will; The Scion gains full successes on any Knowledge (Science) tests related to physics.
Spending Karma; By spending Karma the Physiomancer may temporarily alter the laws of
physics. In essence, he is rewriting the mathematical equations which describe the laws of
science; all variables will remain the same, but new numbers will be added in the equation.
In order to do this, a mental action is required. As some uses of this legacy is in defense, the
character may opt to forgo his mental action during combat in order to activate this legacy as a
defense. When this occurs, the effect lasts for just the one action and against one target, unless
otherwise stated.
Force of Impact Increase or decrease the force of an impacting object, or increase an objects
momentum.
In combat terms, for every 1 point in Karma spent you may increase/decrease the damage by 4.
Out of combat you may cause more dynamic effects, including causing a bullet to leave a crater
the size of a wrecking ball, cause no damage to occur when vehicles collide, or other similar
effects.
Phantom Stalker Fireborn.org
The Karma cost for these effects is on a scale from 1-6, depending on the amount that reality is
changed (determined by narrator).
Momentum the Physiomancy may increase or decrease the forces of momentum.
He could flip a car with his hand, for an object to start rolling on flat ground (but not roll uphill).
The Karma cost determined by the effect on reality, on a 1-6 scale.
Angles/Trajectories of Moving Objects - The Physiomancer may alter the way momentum is
manifested. This could include causing trajectories to veer off course, objects falling short of
their logical destinations, or any angle that could be determined by mathematics.
In combat, the Physiomancer may spend Karma to add successes to any attack or defense that
he sees, without initiating a Karmic bid.
He may also affect the world around him outside of combat, with the point cost depending on
the effect to the real world on a scale of 1-6.
Karma Effect
1 May affect an additional object (a second burst of bullets, the other fist,
the same fist but a second attack if there is no duration, etc)
3+ The power now has a duration. It will last on targeted objects for one action in
combat, or 5 seconds outside of combat (+1 Karma/5 seconds)
Note; While a power is active no other alterations may be made.
A duration may be cancelled early at any time.
5 Instead of targeting individual objects, the alterations is manifested in a given
area, affecting all objects equally.
Scion of the North Secrets of Fire: Lost legacies of Air
You can breath a cone of cold.
You may spend karma to breathe forth a cone of chilling cold, 60 ft. long and 15 ft. wide at its end
point.
Anything in its path suffers 5 cold damage and 1 fading physical and mental penalty.
In addition to damage and the fading penalty, the breath may destroy mundane plants, weaken
objects tensile strength, freeze water, and cause other environmental effects at the GMs
discretion.
Karma may be spent to cause the following effects, as decided by the dragon:
Karma Effect
1 Inflict an additional 5 cold damage
1 Extend or shrink the length of the cone by 30 ft. (to a minimum of 10 ft.)
1 Widen or shrink the diameter of the cone by 5 ft. (to a minimum of 5 ft.)
1 Inflict an additional 1 fading physical penalty and a 1 fading mental penalty
At Will: You gain full successes on all Senses tests where your base dice pool is not larger than
your base aspect.
Spending karma: Dragons with this legacy may spend karma in the following ways:
Karma Effect
1 Gain one additional success on an opposed Senses test.
This is additional to your normal ability to spend karma on tests.
1 For the rest of the scene you perceive sounds beyond your normal range of hearing.
1 For the rest of the scene, you can see in the dark, even when there is no light at all
2 For the rest of the scene your senses extend to encompass one specific
and impossible manifestion of them; such as seeing microscopic detail or
ultraviolet, or hearing radio waves.
5 Choose one person within 30m of you that you can sense.
You latch onto their scent or other subtle detail, and may use it to track them
wherever they go for the rest of the scene.
You may extend this duration each scene by spending again without needing to be
close to the target again.
NOTE: Your senses are so acute and focused that many common ways of foiling such tracking
(such as wading through a stream to foil scent-based tracking) are not useful against this
Legacy effect.
The GM may adjudicate when more exotic methods are used
Spell Wyrm Fireborn.org
Your can breath forth a blast of magical energy.
Karma may be spent to cause the following effects, as decided by the dragon:
Karma Effect
1 Inflict an additional 10 damage
1 Extend or shrink the length of the cone by 30 ft. (to a minimum of 10 ft.)
1 Widen or shrink the diameter of the cone by 5 ft. (to a minimum of 5 ft.)
2 Incorporate the effects of a single known spell of rank equal to half the karma
spent for this purpose. The spell must be one that has an instantaneous
effect (Lingering effects are allowed, if they need not be controlled or requires
concentration maintaining the effect), and it cannot be spells targetting the caster.
Targets may resist with either a Water (Quickness) test or a Counter Weave spell.
Each such success lowers the damage by 5; it takes 2 successes/rank to negate an incorporated
spell effect.
(You can use Counter Weave to resist even if no spell effect is being channeled through the blast.)
*As a house rule, the Shadowspinner power can function as the prerequisite for this legacy.
Titanic Strength (Obsidian portal, Dark Phoenix)
Your strength surpasses that of any mortal being, and has become legendary even among dragons.
At Will: You gain full successes on all unopposed Athletics tests involving feats of strength
Spending Karma: Dragons with this legacy may spend karma in the following ways:
Karma Effect
1 Gain 1 automatic success on any attack sequence using the Grab or Escape actions
(including fighting styles)
1 Pick up and throw an adjacent heavy projectile, such as a piece of furniture or a
boulder.
The attack affects everyone in a direct line out from you to a range of 3m and
deals 5 damage unless dodged with Water(Quickness).
The TH is equal to your standard Legacy TH.
For each additional karma spent the damage and range each increase by 5;
each additional success by targets beyond the base TH reduces damage by 5
2 Double the damage of your melee or thrown weapon on a single attack;
or double the range of your thrown weapon.
Note this only doubles the base damage, not any bonuses from edges, powers,
etc or the Press and Power moves.
Using this option more than once on one attack merely increases the multiplier
by one (x3, x4, x5, etc).
This cannot be used to enhance the attack option of this Legacy directly.
2 By anchoring yourself against something you become immovable for a round,
without needing to make a test.
For example you may hold up a portcullis from falling (using the ground as the
anchor) or face a Tsunami wave head on while holding onto a building.
Note that if the effect you are resisting is strong enough to move or destroy the
anchor this power will have no effect.
Wind Wyrm Secrets of Fire: Lost legacies of Air
Your breath is the equivalent of gale-force winds.
You may spend karma to breathe a cone of powerful wind 60 ft. long and 15 ft. wide at its end
point.
Creatures within the cone are subject to a Toss attack and are subjected to a Toss attack with an
effective number of presses following it equal to the Storm Wyrms Air score.
Tossed creatures take damage as per falling or, if striking an unyielding surface, as per falling
rapidly.
Even those who are not tossed suffer a 1 fading physical and mental penalty.
Karma may be spent to cause the following effects, as decided by the dragon:
Karma Effect
1 Extend or shrink the length of the cone by 30 ft. (to a minimum of 10 ft.)
1 Widen or shrink the diameter of the cone by 5 ft. (to a minimum of 5 ft.)
1 Inflict an additional 1 fading physical penalty and a 1 fading mental penalty
1 Add an additional effective press after the Toss attack.