Primeval
A Dragon’s Territory
The Field you are fighting in becomes your territory. When an enemy enters your territory, you have the option to make one attack against them, regardless of which range band they have entered and which may not be boosted by any Knacks that allow you to make extra attacks. You use this ability even if you have already taken your action this round and may do so no matter how many enemies enter your divine territory, but you may only make one attack per enemy.
Calling Wind and Flame
Make a Knack Skill roll. With any successes, you summon an environmental disaster relevant to your Primeval element: a windstorm, hurricane, storm surge, wildfire, lighting strike, etc. This imposes a Complication on the Field equal to your Primeval rating that lasts for a scene.
Consuming Embodiment
At the start of any turn, make a Knack Skill roll. Your body dissolves, unfolding into a dangerous miasma of environmental danger as you fill the Field with your elemental form. This lasts for a number of turns equal to the successes rolled. All characters taking actions while within your miasma suffer a Complication equal to your Primeval dots, which inflicts a +1 Elemental Injury if not bought off. Spend Momentum to exempt friendly characters. While in this form you may not make attacks or be the target of attacks.
Master of the World
While inside a Field, you may define up to three points of Enhancements or Complications (or a combination of each). These must appear where you can perceive them and must conform to the Features of the Field — it makes sense for a shotgun to be behind the bar, but not a rocket launcher. The hardwood floors of a burning building could be expected to be weak, but the flames can’t be cold. Only three total Enhancements or Complications can be applied to a Field at a time, regardless of how many Scions possess this ability. Spend Momentum to add elemental Enhancements or Complications, such as flooding an area with seawater.
Messenger of the Infinite
You gain diplomatic immunity when dealing with supernatural creatures, Gods, and/or other Dragons so long as you treat with them while representing your elemental aspect or embodied principle. Creatures of lesser Tier must treat you well and with respect, while characters of the same or greater Tier may make a Clash of Wills to resist. This immunity ends when you take hostile action against another character.
Purifying Force
Spend Momentum to cleanse a field of physical impurities: pollution, adulterants, invasive species, etc. This might cleanse an area’s drinking water, remove dangerous additives from a food supply, or expel choking weeds to their native clime. This Knack may be used as a Feat of Scale if you are able to perform Primeval Feats of Scale.
Something from Nothing
Spend Momentum and spontaneously create a small amount of your chosen element: a gust of wind, enough electricity to charge a phone, enough light to fill a room, a torch-sized flame, a bucket of water, or a basketball-sized stone, etc. For more ethereal things, like light or electricity or air, the summoned materiallasts for the duration of the scene.