Transformation Knacks
Bottomless Lungs
Your ability to hold your breath transcends that of mere human ability. When you’re submerged in water, you 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 under- water 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.
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.
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 pheromones, or shifting, colorful scales — appears in your human form.
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 glisteningand 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.
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.
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 ransformed until Inheritance 5, at which point the character physically achieves her true dragon form and mustrely on other magic in order to retain anything resembling a human shape.
Massive Beast Shape
You grow to impressive size, be coming 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 Knacks 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.
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.
Rending Claws
Your hands (or feet) transform into wicked talons, capable of shredding flesh and inflicting grievous 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.
Snapping Hydra’s Form
This Knack requires activation at the start of the scene. You grow one or more additional 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 healing. 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 involving 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 activation 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 permanentlygrow 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 requires 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 requires 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.
Through the Cracks
You can fit your body (no matter 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.
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 underground (provided the Field allows for such, and the ground is of a material you can break), allowing you to avoid obstacles 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.
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 colored and marked with black bands or spots.
Seizing Jaws
When you make a grapple attempt, you may do so with your mouth, clamping down on your opponent 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.