Chronicles of the Dark Metropolis

: Vampires : Lineages :
: Dragon : Flame-Hearted Warriors :


Originator: Jaw-Long
Lineage Established: Unclear, but before AD.
Originating Lineage: Unknown
Nicknames: Hotheads, Emberguard
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"What is mine, I keep. What threatens mine, I destroy."
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Silent as the grave until roused to terrible fury, Dragons embody the paradox of controlled destruction. These methodical warriors approach every task with draconic focus, whether planning a siege or protecting their treasured possessions. Their mastery over flame makes them the most feared combatants among vampire kind, while their hoarding instincts create bonds of loyalty as unbreakable as they are jealously guarded.
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Lineage Traits:
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Command over supernatural flames
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Methodical, strategic thinking
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Compulsive hoarding of treasured possessions
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Fierce protectiveness of claimed territory and people
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Playing a Dragon: Your character sees the world in terms of "mine" and "not mine." You might be the group's tactical mastermind, but struggle with sharing resources or allowing others to help those you've claimed as yours. Consider what your character hoards—gold, books, people, or perhaps something more abstract like secrets or favors.
Lineage Passive Advantage
Fire Invulnerability: Due to the fire within them, the Dragons have grown an immunity to Fire. This does not extend out towards sunlight, magical or otherwise.
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The Dragon has Immunity to Fire. The Dragon takes 0 damage from Fire from any source.
Lineage Passive Disadvantage
Cold Vulnerability: As the heat rises within, the cold outside damages. Dragons do not handle the cold well and will always take double the damage when it comes to cold based attacks, magical or otherwise.
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The Dragon has Vulnerability to Cold. The Dragon takes Double damage from Cold from any source.
Lineage Powers
Flaming Fists: Like the Dragons of Eld, fire is their birthright. With this power Dragons call upon the fire from within themselves, their very aura setting the air and other objects ablaze. This fire spreads and burns normally, but at the moment of creation it is reddish, crimson as though drawn from their blood. This ability may only be performed within MELEE RANGE of the target. [Roll Attack Action (Willpower) vs Target’s Defense]
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Civilian (1 EP): Deals +1 Physical damage to the target.
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If the Target is Vulnerable to Fire then double the damage.
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Moderate (2 EP): Deals +2 Physical damage to the target and applies the Burning condition.
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If the Target is Vulnerable to Fire then double the damage.
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Master (3 EP): Deals +3 Physical damage to the target and applies the Burning condition.
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If the Target is Vulnerable to Fire then double the damage.
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The Vampire may choose to target multiple enemies with this ability within melee range.
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AoE: Roll Attack Action (Willpower) vs 6 + # of targets.
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Dragon’s Breath: Like Dragons breath, the Dragon utilizes fire against their enemies, but this ability allows them to set the very blood of their enemy ablaze. This ability may only be used OUTSIDE of Melee Range. [Roll Attack Action (Willpower) vs Target’s Defense]
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Civilian (1 EP): Deals +1 Physical damage to the target.
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If the Target is Vulnerable to Fire then double the damage.
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Moderate (2 EP): Deals +2 Physical damage to the target and applies the Burning condition.
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If the Target is Vulnerable to Fire then double the damage.
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Master (3 EP): Deals +3 Physical damage to the target and applies the Burning condition.
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If the Target is Vulnerable to Fire then double the damage.
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The Vampire may choose to target multiple enemies with this ability at a distance (outside of melee range).
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AoE: Roll Attack Action (Willpower) vs 6 + # of targets.
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The Vampire Heart: This ability, unlike the others, is meant for the protection of the Dragon, or that the dragon has claimed as their own. With this ability, the dragon may extend their own resilience to another, or fortify their own, providing them or their protected asset preternatural vigor otherwise denied to their enemies. [No roll necessary for activation.]
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Civilian (1 EP): The vampire creates a shield of preternatural heat around each of their allies (max.3) which doubles their Resistance Rating so long as the vampire Sustains the ability.
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The Vampire may attack and defend normally but using any other ability ends the effect.
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The effect ends early if the vampire is incapacitated.
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Moderate (2 EP): The Vampire at this level may fortify their own resistances, creating a shield of preternatural heat around themselves so long as the vampire sustains the ability.
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This doubles the vampire’s Resistance Rating.
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The Vampire may attack and defend normally but using any other ability ends the effect.
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Any time the Vampire would take Melee Damage, the shield deals +1 Physical Damage to the attacker.
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If the attacker is Vulnerable to Fire or has the Burning condition then double the damage.
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Master (3 EP): At this level of Mastery, the Vampire is tentatively a lesser elemental. They may move and attack freely, and their Aura affects themselves and their allies in the encounter.
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This doubles the Resistance Rating of the Vampire and their allies.
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The Vampire may attack and defend normally but using any other ability ends the effect.
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The Dragon’s Melee Attacks deal +2 Physical Damage and inflicts the Burning condition on the target.
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If the target is Vulnerable to Fire or already has the Burning condition then double the damage.
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Any time the Vampire or their allies would take Melee Damage, the shield deals +1 Physical Damage to the attacker.
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If the attacker is Vulnerable to Fire or has the Burning condition then double the damage.
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