Transformation Knacks
BELLY OF THE BEAST
Prerequisite: Come Unhinged
You can, if your size Scale is at least two above your target, attempt to grapple and devour them. While grappled, a target of your Tier or higher can attempt to claw their way out of your maw and break your hold as usual. A grappled target that is Taken Out can be consumed or captured, your choice. You can choose to keep creatures or items devoured by this means inside you, or transport them instantly to your Lair. When engaged with Divine Rule (see p. XX), your control of this ability is enhanced, allowing you to devour massive objects like moons, the Mantles of other Gods, and target Realm Conditions as a Direct Assault. This also applies to trivial targets, such as grunts of any Tier lower than you, instantly devastating enemy armies.
Transformation: Your constant hunger has caused you to slaver uncontrollably, drooling even after a sizable meal has been consumed.
BLACK MAMBA
Striking with speed and precision, the grace and speed of serpents moves through your body, infusing you with their sinuous power. Your speed increases, allowing you to Move two range bands on your turn, or strike twice as often. This second attack resolves after all characters have acted during the round. Striking multiple times can only be done with weapons or effects with the Natural tag.
Transformation: Your skin is smooth and slick all over, gaining a pearlescent sheen visible in bright light.
Bottomless Lungs: Your ability to hold your breath transcends that of mere human ability. When you’re submerged in water, ou may move, travel, observe, fight, etc. underwater for a scene without needing to roll to determine how long you can hold your breath. If the time spent underwater lasts longer than one scene (for example: a complex action involving an investigation in a sunken ship) make a Knack Skill roll at the start of the scene. On any successes, the effect carries over. While thematically designed for water, this Knack may also be used to bypass poison gas or deadly spores, or anything else where holding breath for an extended period of time would be a notable advantage.
Transformation: The sound of your breathing carries a strange echo or reverberation, notable even when you are at rest.
Brutal Might
Your draconic nature fills the power of your muscles, allowing you to lift, throw, carry, or break tremendous objects, creatures, or places. You can hurl a car into the face of your enemy, smash through the side of a mountain, or carry a giant to safety. Gain +1 Scale when making lift, break, carry, or throw actions.
Transformation: Gain impressive and fearsome musculature, notable even under heavy clothing.
CATALAN ROT
Flight Specific: Returned
The breath of the Catalan drakes could rot the flesh from bones near instantaneously. Your Flight affiliation has granted you a version of this ability. Spend Momentum to make a breath attack using any Knack Skill or Athletics (whichever is higher). Your breath weapon has the follow- ing tags: Elemental (Poison), Aggravated, Messy, Shockwave, Ranged (Short), and Lethal.
Transformation: Dark markings appear on your chin and throat, evidence of your deathly breath
COME UNHINGED
The darkness of your draconic hunger no longer has limits. You can unhinge your jaw to swallow an opponent’s weapon or attack aimed towards you as a Defense Stunt requiring three successes. If successful, an attack that targets you resolves immediately and cannot declare Inflict Injury or Critical Stunts. The opposition loses any non-Relic weapon as if it had been disarmed and you gain control of that weapon. You digest the weapon as normal food at the end of the session or, should you choose, regurgitate it or send it to your Lair. If you consume a magical attack, you instantly suffer an appropriate Injury as the magic assaults your insides, but may spit it back at your opponent on your turn, using the successes the opponent rolled to attack you.
Transformation: Your jaw can unhinge like a snake’s to an upsetting degree, and the inside of your mouth is black as night.
DEATH ROLL
Prerequisite: Seizing Jaws
You clamp down and wrench the opposition apart. The power of your jaws is unmatched, gripping now with unparalleled force. When grappling an opponent with a bite-based attack, you can choose to make a Death Roll and automatically inflict one Injury without needing to purchase the Stunt. You may only use this ability the first time you grapple an opponent. Your bite itself gains the tags Lethal, Natural, and Piercing.
Transformation: Your face becomes elongated similarly to a crocodile, and you have a pronounced overbite.
DEATH FROM ABOVE
Wings are overrated. That’s just more bones to keep track of — who needs them? Your serpentine body allows you to press yourself flat and glide across short distances, frisbeeing across an area. This increases your speed Scale by +1 when gliding.
Transformation: Your bones are loose and more flexible, allowing them to collapse into a flattened state, but results in you having an awkward gait, and your movements often appear unnatural to the average human.
DEEP WATER SENSILLA
When in combat underwater you can predict where the opponent will flee to or strike from. This allows you to control one aspect of an enemy’s movement, forcing them into a position as if you had anticipated their movements and headed them off. The first time you engage an enemy in combat, make a Knack Skill roll. For each success, yourtarget gains Complication (1) regarding their positioning or maneuverability within the combat. If they fail to buy off this Complication, you may choose one place to push the opponent within their Movement range.
Transformation: Your forehead is covered in fine, bumpy scales in the color of your choice.
Devastating Dragon’s Presence
The first time you enter a fight (typically when you roll initiative), make a Knack Skill roll. For each success, designate one target you can see to gain a Complication equal to your Inheritance divided by 2 (round up). Whenever they make an attack action targeting you without buying off the Complication, they are struck with fear and must target another character with the attack. If there are no other characters present in the scene to attack, they instead cannot spend Tension or choose the Inflict Damage stunt.
Transformation: Develop a frightening and exaggerated feature: severe eyebrows, a penetrating stare, a fearsome mane, etc.
Dragon’s Breath
Spend Momentum to make a breath attack using any Knack Skill or Athletics (whichever is higher). Your breath weapon has the following tags: Elemental (Your choice), Lethal, Messy, Ranged (Short), Shockwave.
Transformation: Your chest or throat takes on a draconic aspect, typically changing to a bright color, or becoming scaly.
DIVERGENT EVOLUTION
Prerequisite: The Dragon’s Scales
Rather than gaining the common fire resistance of other dragon species, your Flight affiliation has granted you a different path at the cost of your overall size: resistance to acid. You gain the Resistant (Acidic) tag which applies to all damage, and you can move freely through the substance as if it were common water.
Transformation: Your core size decreases, and your skin becomes a mottled orange across your whole body.
Dragon Sight
When you use your senses to investigate, analyze, or research a topic or subject, you gain +1 Enhancement to applicable rolls. This applies before the roll. When purchasing this Knack the first time, choose a benefit. These benefits can be purchased multiple times.
Transformation: Your iris and pupils change to reflect the nature of your altered sense. Yellow irises and slitted pupils are common traits.
• Pit Viper’s Sense: Gain the capacity to sense the body heat of any character or creature present in the Field. This Knack’s Enhancement applies when you use your sense to track a target’s body heat.
• Dragon-Sage’s Sense: You identify the presence of magic using your senses (typically sight). Any activation of overt magic (such as spending or imbuing Legend or Inheritance) becomes apparent to you, even if the effect is subtle. This Knack’s Enhancement applies to any rolls to analyze or identify magical items, creatures, or people. If the target is concealing its magical nature, make a Clash of Wills.
• Horizon Sense: You are able to observe a target at incredible distances, provided you have an unblocked line of sight. You gain the following Stunt to any observation-related rolls:
Enhance! (1s): You “zoom” into the target, allowing you to perceive sight-based details as though you were at Close Range.
Draconic Majesty
Your draconic appearance draws the eye and pleases the senses, making others more susceptible to your influence. When you purchase this Knack, choose an area of influence: Encourage Behavior, Encourage Belief, or Shift Attitude. Against targets of lower Tier or trivial targets, you no longer need to make a roll to succeed when using the chosen area. When you spend Momentum to add dice to any rolls pertaining to your chosen area of influence, you add two dice instead of one. This Knack may be purchased a second time to add another area of influence, but may not be purchased more than twice.
Transformation: Your appealing draconic feature — such as beautiful horns, majestic antlers, a terrifying frill, appealing heromones, or shifting, colorful scales — appears in your human form.
DROUGHT OF THE LAMYA
You can banish standing water with a single touch, laying the earth barren in your wake. Water instantly evaporates starting from where you are touching. While intended to be used on bodies of water like ponds and lakes, this can also be used on quicksand, mud, swamp, undried concrete, or other semi-liquid material, removing water-based Field Conditions and difficult terrain caused by flooding. The area that this can affect extends out to Long range and persists to the end of the session. This Spell cannot be used on moving bodies of water such as rivers or streams.
Transformation: A smattering of tan, sandy scales adorn your body.
Eel’s Trickery
No bonds can hold you for long. When restrained or imprisoned make a Knack Skill roll. On any successes, you slip your bonds or slither your way free of whatever has trapped you. Anyone attempting to grapple you or control a grapple you’re a part of does so at +1 Difficulty. Transformation: Your skin becomes glistening and slippery.
Elemental Immunity:
Prerequisite: The Dragon’s Scales.
Gain immunity to any Injuries specific to the Elemental tag, and any other appropriate instances of element-related hazards or harm. If you choose fire as your element, then you do not suffer “Third Degree Burns” as an Injury; if you choose water, you cannot drown, and so on. This does not protect you from the Lethal, Bashing, or Aggravated tags.
Transformation: You take on a permanent aspect of your chosen element: unnaturally red hair for fire, white irises for air, bluish skin for water, etc. at your choosing.
EXPLOSIVE PRESENCE
Prerequisite: Presence 3
You cannot be ignored and enter a scene with pomp and circumstance. This Knack must be announced at the beginning of your character’s first turn in a scene. When sweeping in to save the day, all attack-based rolls gain 9-again, announcing your presence to all attackers on a success and drawing their ire. Combatants will focus on you after initiating this Knack until you or they are Taken Out, considering you to be the highest priority threat.
Transformation: An aspect of your Draconic Form is always visible, even when in disguise, announcing yourself to all that look upon you as the powerful creature you are.
Fade Away
When you hold still or rest, so long as you do not take aggressive physical action (such as combat movement actions, or making attacks) you disappear from sight, vanishing entirely — such to the point that not even touching you reveals your location. You become invisible to anything of lower Tier. Anyone of the same Tier or higher must make a Clash of Wills to notice you. Taking physical actions ends this effect. Transformation: A major part of your body shifts colors subconsciously.
FOG OF PYTHON
The mystical Greek dragon Python, slain by Apollo, could conjure mists and fog, only penetrated by the sun’s clear light. At night, you can summon an obscuring fog, hiding your movements or those of your allies in a small area, allowing you to move unnoticed. Characters attempting to notice you and your band must make a Clash of Wills. Direct sunlight removes this effect.
Transformation: Your breath comes out as a fine mist, similar to the fog produced in cold weather when breathing, regardless of ambient temperature.
FROM THE DARK OF THE NIGHT
Flight Specific: Returned
In darkness you find your way, your element. You can move entirely silently through dark and shadow, ambushing your enemies or lurking places you shouldn’t be with the greatest ease. You, glide through shadow as if you were one with it and move from shadow to shadow as if all shadows were one. Anyone of a lower Tier than you treats you as invisible. A Clash of Wills is required for anything of the same Tier or higher than you to perceive your location. Entities can still interact with you physically, even when obscured.
Transformation: You obtain a dark aura, surrounding your face, making it difficult to visualize your features in shade.
GHARIAL FLAIR
Your voice booms like a crashing storm, easily sounding to your allies and deafening your enemies. You can be clearly heard by anyone out to Long range and do not need to spend successes to use your voice. If you are threatened, any Enhancement you may apply to relevant actions is increased by one, to a maximum of 3.
Transformation: Your nose is bigger and more bulbous.
Great Slithering Bulk
You shift your form into an elongated, snakelike shape. This Knack requires activation at the start of the scene. Outside of a combat sequence, no effect can knock the character down; not even the most violent earthquake. In combat, you are immune to the effects of the Knockdown/Trip Stunt. Spend Momentum to treat yourself as +1 Size greater for the purposes of carrying or dragging huge items or initiating a grapple against a larger target.
Transformation: The lower half of your body transforms into a powerful serpentine tail.
Gripping Coils
When grappling a target, a portion of your body lengthens into a grasping, scaled coil. Spend Momentum. This Knack allows you to drag a grappled target along with you for one Movement action without a resistance roll. If you are the subject of a grapple, you may also spend Momentum to gain immunity to the Pin, Position, or Takedown Stunts.
Transformation: A major part of your body (torso, arm, leg, neck, etc.) elongates and takes on a scaly texture.
Great Form of the Dragon:
Prerequisite: Inheritance 2.
Your proficiency over your draconic form transcends that of the average Heir. Reduce the severity of the Complication for lacking aspects of your form to (4 – number of Knacks Transformed). Great Form of the Dragon cannot be transformed until Inheritance 5, at which point the character physically achieves her true dragon form and must rely on other magic in order to retain anything resembling a human shape.
HARNESS OF THE ALA
You have embraced the flow of nature and can now command the power of the storm. Spend Momentum to call down the crashing power of a thunder or hailstorm. This storm creates a Field Condition for the duration of the session, providing a Complication (1) to all sensory rolls (including Procedural rolls) and a speed Scale penalty of −1. If not bought off, this Complication causes confusion and disorientation, potentially leading to friendly fire. This storm can be banished by the summoner at will. Transformation: Your skin is cold to the touch, as if a constant damp and chill rests just beneath the surface.
HYPNOTIZING TRANCE
You focus on your opponent, and transfix them like a rabbit before a predator. Prey cannot escape if they are too afraid to move. This gives your opponent the Transfixed Condition, and prevents them from taking any movement actions or purchasing damage Stunts against you as long as they are not behind cover and remain within Close range of you. This Condition resolves once that range is broken, whether by forced movement, the opponent taking an Injury, or by you moving out of Close range yourself.
Transformation: The sclerae of your eyes becomes black as night, and your pupils become hazy and deep, like gazing into a well.
Massive Beast Shape
You grow to impressive size, becoming capable of tremendous feats of strength and stamina. Spend Momentum. This Knack requires activation at the start of the scene. Gain +1 size Scale where a huge form would be beneficial. This Knack may be purchased more than once, to a maximum of +2. Transformation: Permanently gain the size Scale boost from this Knack.
Modest Human Guise: This Knack requires activation at the start of the scene. For the duration of the scene, suppress all transformed nacks and return to your ordinary human form. Anyone seeking out magical creatures suffers a +1 Difficulty to notice you while this Knack is active. Modest Human Guise cannot be Transformed.
NAVIGATE BY MOONLIGHT
This grants you an evolutionary advantage adopted by Dragons the world over. At night you can never become disoriented or lost when trying to find your way, naturally being able to orient yourself using the light of the moon and stars. This ability ignores any Conditions or Complications that might cause you to lose your way, and you may innately make a Clash of Wills to resist any supernatural means of
confusing or disorienting you. This effect can be disrupted by particularly bright unnatural light sources such as floodlights or the light pollution of major cities.
Transformation: Your eyes glow bright white under moonlight, lighting your way.
ONE WITH THE EARTH
Flight Specific: Bearers
You are nature, containing the essence of the earth itself, and you can project it outside of yourself. In natural environments you can conceal yourself with ease, blending seamlessly into the natural landscape. A Clash of Wills is required by anyone of a higher Tier to see you.
Transformation: You now have a mottled brown and gray pattern across your skin, which works to conceal you.
PLAY DEAD
You can choose to Fall Prone and pretend to be Taken Out, emitting a smell as if you were dead, allowing for an ambush on your next turn. Any opponent must make a Clash of Wills to discern you are not dead. You gain 2 Enhancement to oppose this Clash of Wills. The smell increases the Difficulty for allies to discern that you aren’t faking death by two. This smell reeks and can be sensed from a good distance away.
Transformation: You constantly emit a lesser version of your musk, making you unappealing to most normal humans.
Poison Blood
Deadly poison courses in your veins, commingling with your blood. Once per scene, when you would take an Injury that would cause bleeding, you may immediately inflict the Poisoned Condition on the attacker with a rating equal to the number of successes over your Defense.
Transformation: Your veins take on an unusual hue beneath your skin: black, lime green, violet, etc.
Power-Tasting Bite
Once per fight, when you inflict an Injury, you may also devour one of the target’s Flairs. Until the end of the fight, the target no longer has access to the Flair, and you may use it as if it was one of your Knacks. Where a Flair would cost Tension, you spend Momentum instead. If the Flair summons other characters, these characters appear as temporary Pawns relevant to your Flight. This may not be used on members of your Brood.
Transformation: Develop a permanent hungry look or a predatory, too-wide smile, etc.
Powerful Swimmer
Your body remembers being a creature of deep oceans, and you move through water as easily as air. Whenever you make movement actions through water, including combat movement actions, you ignore any increase in Difficulty or Complications as a result of swimming. When you spend Momentum to add dice to any rolls pertaining to actions performed underwater, you add two dice instead of one. While thematically designed for water, this Knack may also be used to swim through mud, swampland, quicksand, rapidly thickening concrete, or any other viscous material.
Transformation: Your hands, feet (elbows, knees, etc.) grow webbing or transform into fins.
PREDATORS BEWARE
Your skin secretes a poisonous substance that, when absorbed into the skin or ingested, acts as a quick acting paralytic, stunning your target momentarily. Make a Knack Skill roll to apply the poison to a weapon or an attack. This poison lasts a number of rounds equal to the number of suc- cesses rolled and inflicts the Stunned Condition regardless of the weapon used. Repeated ingestion or absorption of
this substance over a long enough period can cause death at Storyguide’s discretion.
Transformation: Your skin now has electric blue markings, warning enemies and predators
Rending Claws: Your hands (or feet) transform into
wicked talons, capable of shredding flesh and inflicting griev-
ous wounds. This Knack requires activation at the start of the
scene. Your unarmed attacks gain the Lethal, Natural, and
Versatile tags. Spend Momentum to also add the Elemental
tag, if that suits your Dragon type. Transformation: Your
hands or feet permanently shift into dangerous claws or
talons.
SCOURGE OF CAMEROON
Flight Specific: Returned
Every part of your body is a weapon, quite literally. Take
one Injury to force bones out through your fingertips, let-
ting you wield them as piercing claws. This weapon has the
tags Natural, Close Range, Piercing, and Deadly. This Injury
must be healed before again activating this Transformation;
otherwise it acts as a Complication (2) when attacking and
compounds the Injury if the Complication is not bought off.
By taking an additional Injury you can use larger bones
as weapons, at the cost of your mobility. A femur reason-
ably would render you immobile, unable to dodge or strafe,
rooted in place or prone, but a humerus may simply render
that arm useless for the remainder of the combat. Larger
bones gain one weapon tag from the following per additional
Injury taken: Bashing, Brutal (2), Leverage, Messy, Poison,
Pushing, Reach, Returning, Slashing, Thrown, or Versatile.
Transformation: Your hands now possess an extra
joint in each appendage.
Seizing Jaws: When you make a grapple attempt, you
may do so with your mouth, clamping down on your oppo-
nent with primal strength. This allows you to make Mixed
Actions while controlling a grapple or while being grappled,
as both your hands remain free. Transformation: Grow
a wide, narrow-lipped mouth or beak, like a turtle’s or a
snake’s.
SKELETAL GRASP
Flight Specific: Returning
The revenants of your flight claimed your hands as
theirs to use, sloughing away your skin to work their dark
power. When an opponent is in a grapple with you, they take
a Complication (1) to all Might rolls, making them unwilling
to leave the embrace of death. This Complication limits their
ability to purchase Stunts that would deal damage to only
those that would force movement while in your embrace.
The grip of death is firm; it will not waver.
Transformation: Your hands become bony/skeletal in
appearance, with elongated black claws.
Snapping Hydra’s Form: This Knack requires activa-
tion at the start of the scene. You grow one or more addition-
al heads, which typically have a draconic or reptilian form.
Snapping Hydra’s Form conveys one of the following ben-
efits at the time of purchase. This Knack may be purchased
multiple times. Transformation: You permanently grow
the additional heads.
• Two Heads are Better: Gain +2 Enhancement for
mental or perceptive tasks where having additional
heads would help (such as detecting ambushes or
reading several books at once).
• Vicious Biting Assault: Attacks that have the
Natural tag made with the additional head(s) gain
the Shockwave tag.
Skink’s Regrowth: You’re capable of recovering
from even the most serious of injuries. In a fight, spend
Momentum to clear one Injury Condition beginning with
the most severe and regardless of what the Injury might be —
including recovering lost limbs. Outside of a fight, as long as
this Knack is active or transformed, you recover 1 additional
Injury on top of any others normally regained from any heal-
ing. Transformation: Your skin on a major body part (limb,
torso, etc.) takes on a glistening or smooth texture, notably
unusual and inhuman.
Sweeping Tail: You grow a huge, heavy tail. This
Knack requires activation at the start of the scene. You
may make attacks with the tail using either Close Combat
or Athletics, whichever is higher. The tail has the following
tags: Bashing, Melee, Natural, and Pushing. Manifesting your
tail increases the Difficulty of applying the Knockdown or
Knockback Stunts by +1. Add +1 Enhancement to all rolls in-
volving movement powered by your tail (such as swimming).
Transformation: Permanently grow your tail.
The Dragon’s Fangs: Your bite attack becomes deadly,
capable of inflicting serious harm. This Knack requires ac-
tivation at the start of the scene. Bite attacks you make gain
the Lethal, Natural, and Piercing tags. You may purchase this
Knack a second time to gain a venomous bite, which grants
the Envenomed Stunt. Transformation: You permanently
grow deadly fangs.
Envenomed (any successes over Defense): The target
gains the Poisoned Condition equal the number of successes
spent on this Stunt.
The Dragon’s Scales: You transform your skin into
hardened scales, turning away lethal blows. This Knack re-
quires activation at the start of the scene. Gain Hard (1) armor
for the duration of the scene. If the character was already
wearing armor with the Hard tag, this becomes Hard (3)
instead. Spend Momentum to add the Resistant (Elemental)
tag to your scales if appropriate. Transformation: One
significant part of your body (an entire limb, face, torso, etc.)
becomes scaly and obviously inhuman.
The Soaring Dragon: You grow wings. This Knack re-
quires activation at the start of the scene. While the Soaring
Dragon is active, you may make Move, Rush, and Disengage
actions vertically as well as horizontally, which allows you
to avoid difficult or hazardous terrain. Outside of combat,
spend a Momentum to travel long distances via the air. This
takes as much time as would be narratively appropriate.
Transformation: You permanently grow your chosen mode
of flight.
THE EYES OF DELPHYNE
The great serpent Delphyne’s affiliation with the oracle
of Delphi granted her the ability of future sight, which has
been bestowed upon you as well. Prophetic visions come to
you at times, illuminating the future and providing aid. At the
beginning of a session, roll a Knack Skill roll of your choice
at base Difficulty. Success tags an opponent with a Complica-
tion (1) based on your prophecy. This Complication may be
something as simple as being able to anticipate an enemy’s
movements, cutting them off and reducing their ability to
use Stunts to get past you. This effect may stack up to 3 times.
Transformation: Your eyes are cloudy gray, seeming to
swirl and move like the depths of deep, silty water.
THE SPEECH OF FAFNIR
The blessing of the dragon Fafnir has infused your
mind, shaping your memory and thought. Fafnir’s final gift,
bestowed upon you: You gain the ability to talk to any avian
creature, and to read and translate the Language of the Birds
into your primary spoken language. You can transcribe the
Language of the Birds to written form as if it was your native
tongue. You can also use written or verbal commands on
birds of all kinds, allowing you to command them as a Fol-
lower with dots equal to your Inheritance. Call down the sky.
Transform: Blood red rings form around your wrists
and ankles, as if you had been shackled.
Through the Cracks: You can fit your body (no mat-
ter your current Size) into any space that your head can
also fit into. While slithering through cramped and tiny
spaces, you can only make reflexive Move actions. Spend
Momentum to make other movement actions such as Rush.
Transformation: At random intervals, your joints bend in
rubbery, unusual directions.
THRALL OF THE CUÉLEBRE
You can influence and manipulate people with your ser-
pent’s tongue, influencing those of a lower Tier into thralls. The
target makes a Composure-based Resistance roll at a Difficulty
equal to your Inheritance. If they fail, you can control that being
for the duration of their turn, after which they may attempt to
break free of your control. They will follow orders that may be
risky to them, attacking comrades or putting themselves into
a risky position in the field, but you cannot outright command
a thrall to kill themselves, as this would break the illusion that
you are doing this for their own good. Any command should
have an appropriate plain words instruction (i.e. “Protect me,”
“Stop them,” etc.) of whatever complication that they could
feasibly accomplish within the span of their normal turn.
Transformation: Your tongue becomes silvery and
long, lolling out of your mouth occasionally
TOUGH AS LEATHER
Flight Specific: Bearers
Your skin has become thicker as a result of your Dracon-
ic affiliation; it is harder for enemies to pierce your hide, and
blades to bounce off your leathery skin. You acquire Soft Ar-
mor (2) with the Innocuous tag, even when unclothed, and
Lethal Injuries inflicted with blades or claws are reduced to
Bashing Injury Conditions.
Transformation: Your skin becomes rubbery and
tough, but appears to others as completely normal. If
touched, someone will notice your skin has a rubbery tex-
ture, similar to that of a whale or dolphin.
Tunneling Wyrm: You grow claws meant for breaking
and turning earth, allowing you to burrow into the ground.
When you make a Movement action, you may do so under-
ground (provided the Field allows for such, and the ground
is of a material you can break), allowing you to avoid ob-
stacles and hazardous or severe terrain. You may travel via
tunneling at your running speed. A second purchase of this
Knack grants the Sinkhole Stunt to Close Combat attacks.
Transformation: Your hands change into powerful digging
claws.
Sinkhole (any successes over Defense): The target gains
a Complication equal to the number of successes spent on
this stunt. Whenever they make Movement actions without
buying off the Complication, you may move them 1 Range
Band in any direction after they complete the movement.
UNBOXED
Flight Specific: Bearers
Your affinity with the dragon turtles of yore has granted
you one of their greatest assets. When ambushed you gain
Hard Armor (2), as most attacks cannot pierce your body’s
natural defenses. This stacks with any other source of armor
you may have, to a maximum of Hard Armor (3).
Transformation: Your back is covered in colorful ar-
mored plates, similar to those of a box turtle.
Venom Spit: You jet poison from your mouth, either
from glands, sacs, or the ends of your fangs. Make a Knack
Skill or Athletics roll with the tags: Arcing, Lethal, Ranged
(Short) which also grants the Envenomed Stunt (p. 149).
Transformation: A major body part becomes brightly col-
ored and marked with black bands or spots.
VERTICALITY
You are now capable of traveling up smooth surfaces at
your normal movement speed. Especially porous surfaces can-
not be traversed in this way, but glass, smooth plastics, and most
metals can be climbed easily. You may Move, Rush, or Disengage
vertically as long as there is a viable surface to climb available.
Transformation: Your fingers have bulbous ends that
stick to surfaces.
WE ARE ONE
Being in tune with the natural world, your ancestry has
put you in touch with the lifeforce surrounding all things.
You may heal an ally within arm’s reach, removing an Injury
Condition at the cost of taking it upon yourself. This Condi-
tion persists until healed by other methods.
Transformation: Your hair more closely resembles a
tangle of vines and underbrush.
WILL OF THE HOARD
Like the Dragons of distant history, your penchant for
accruing trinkets and gold has allowed you to manipulate it
freely once in your possession. You can melt gold and other
valuables into a superheated slag or pristine blocks depend-
ing on your intent. This slag has the weapon tags Messy,
Piercing, Range (Medium), Arching, Destructive.
Transformation: You gain faint golden emblems on
your face, like shining tattoos upon your skin.