Dragon Stats & Abilities Note: For more on the nature and culture of dragons, and listings of individual major dragons, see Dragon Lore.

Immunities     Dragons are considered non-organic, and are without many of the limitations that even other non-organics have. They do not take fatigue, exhaustion, trauma, terror, injuries or damage (though fatigue and damage become instability, as detailed below). They do not require sleep, food, or water.

Instability: Aspect, True, & Criticals     Dragons contain (or perhaps "are") a large amount of energy accumulated over many centuries - an amount far too great to be measurably expended in any single battle or other endeavor. Dragons of a higher Power are able to utilize more of their energy at once, but this is still a proportionally tiny amount compared to what they contain. A truly monumental and long-term task, such as flying between continents or melting a tunnel through a mountain, may deplete a dragon's energy to the point of being demoted in Power; dragons are understandably loath to expend such resources, and will only do so in the most desperate circumstances.
    Fortunately for those who encounter dragons in battle, there is an additional limiting factor to how quickly they can deploy their energy. Although dragons are non-organic and take no fatigue or injuries under Legends rules, using their abilities or receiving damage results in them gaining points of instability. Instability is divided into two types: aspect instability and true instability. Aspect instability is received when the dragon's aspect takes damage (and can even be referred to as "aspect damage" if you prefer). True instability is a loss of coherence in the dragon's entire energy pattern, and is built up by the use of powerful draconic feats or the loss of aspects.
    A dragon's critical aspect instability is the amount of aspect instability that will cause their aspect to collapse, and critical true instability is the amount of true instability that will cause the dragon to be destroyed. Critical true instability is always equal to 100 times the dragon's Power. Critical aspect instability depends on the size of the dragon's current aspect and its Power.
Damage & Adamant Vulnerability     Instead of normal damage rules, whenever a dragon takes damage, the amount of damage is simply added to the dragon's aspect instability. Dragons take double damage from adamant weapons; because draconic abilities are affected by adamant, its presence within their actual aspects is particularly disruptive.
Fatigue     Dragons do not take post-combat fatigue, and may ignore 5 points of fatigue per round. Any fatigue taken beyond 5 becomes aspect instability at a rate of 2 to 1 (for example, if a dragon uses Abilities that inflict 7 fatigue, it first subtracts 5, then the remaining 2 becomes 1 aspect instability).
Reducing Instability     Dragons reduce aspect instability every 5 seconds (1 turn), and true instability every minute (12 turns). Each reduction is by the amount of the dragon's Power, and does not depend on whether the dragon is resting. Prospective dragonslayers must be able and committed to pursue the dragon relentlessly, or else it will likely recover from a fight faster than they can.

Changing Aspects     Dragons have access to several types of aspect, as detailed below. They can begin switching to another aspect on their turn; they must switch if their aspect instability meets or surpasses their critical instability. An aspect that is voluntarily shifted tends to simply fade away, while one that collapses due to damage does so in a violent flash, functioning as an extreme light source for 1 round. This will occur whenever the damage does, but a dragon can only voluntarily begin switching aspects at the beginning of its own turn.
    On every turn during which the dragon has no aspect (including a turn on which it decided to begin switching), it must roll 2d20 on INT; Hindrance or Easing may be added by the size of the previous aspect. If it succeeds, it takes true instability equal to 100, minus 2 times the amount by which it succeeded. If still alive, its aspect instability is then reset to 0, and it forms the new aspect at the end of its turn. If it fails the INT roll, it does not reform an aspect this turn, takes true instability equal to 10 times the amount by which it failed, and adds 1 Easing to future rolls to form an aspect (until it does so). A dragon cannot do anything else on these turns except roll to form its aspect. Hindrance or Easing from the previous aspect continues to apply to each roll.
    A dragon which forms an aspect can do so at any open location within clairvoyance range of the place its old aspect disappeared.
It continues to have clairvoyance of this area while it has no aspect. If necessary, it is not unheard-of for a dragon to deliberately switch aspects as a means of "teleportation."
    A dragon without aspect instability who has several minutes to prepare to switch aspects may do so without a roll and without taking true instability, therefore it is rarely necessary to roll for dragons outside of combat.

Aspect Stats     Rather than list several aspects for every possible minor and major dragon, the following guidelines can be used by the GM to describe any appearance of a dragon. An aspect can be categorized as small, medium, or large. Larger aspects are stronger, stabler, faster-flying, more heavily "armored" by energy fields, and have larger natural weapons. Smaller aspects are more agile, faster on the ground, and easier for the dragon to recover from the loss of. Aspects also affect the cost of Feats; typically, large aspects will focus on physical combat, while smaller aspects are more efficient with psychic Abilities. Aspects typically do not carry or use any kind of inventory items, preferring to leave such tasks to their acolytes.

Aspect Size
Small
Medium
Large
Critical aspect instability
75xPower
150xPower 250xPower
WGT
20 + Power
80 + 10xPower
200 + 50xPower
STR
20 + Power
40 + 3xPower 100 + 10xPower
DEX
16
8
1
SPD
16
10
8
Flying SPD
8
25
30
Natural armor
[4xPower] - [6xPower]
[8xPower] - [12xPower] [12xPower] - [18xPower]
Natural melee weapon
Damage:  90 + 2xSTR
Drive: 30 + 1/2 STR
Damage:  140 + 2xSTR
Drive: 40 + 1/2 STR
Damage:  210 + 2xSTR
Drive: 50 + 1/2 STR
Particle damage auras (8xPower)
1
2
4
Hindrance/Easing to aspect switching INT roll
2 Easing
None
4 Hindrance

    Dragons take 4 fatigue per turn while flying (remember that 5 points of fatigue per round have no effect). When forming their aspect, they may choose to give the Reach tag to their natural weapon, and small aspects may also apply the Precise tag.

INT, CON, WILL, Insight, & Social Rules     A dragon's INT is always 20 plus 2 times their Power. They have a maximum insight according to normal insight rules, but gain insight equal to their Power every minute (12 turns), instead of normal insight replenishment through rest.
    Dragons are immune to any effect that calls for a WILL or CON roll, but do not actually have a WILL or CON stat.
    All dragons are fluent in all languages and literate in all cultures. Minor dragons' Renown is determined by the GM; major dragons' Renown is equal to 4 times their Power, and does not decay nor increase. Dragons do not take social injuries or boosts, and cannot have higher than No Rapport with any non-dragon character.

Light & Stealth     Dragons typically scorn stealth, leaving subtle matters to their acolytes. Dragons' aspects are always moderate light sources, and become bright light sources when using Feats (or at will).

Other Immunities     During the Draconic Wars, dragons learned to copy the energies of Alacrian kinetic shields within their own aspects. All dragons resist fast-moving projectiles in an identical fashion to an active blue kinetic shield.
    Dragon aspects are immune to pseudogravity, and cannot be moved by any pseudogravity Ability or device. They can still be damaged by other objects thrown at them by pseudogravity, and cannot share their immunity with others.

Study-Equivalent Abilities & Progression     As ancient superintelligent entities, dragons' knowledge is vast. Dragons are not considered to have Study tiers, but all have the following Study Abilities:

Close Combat
Marksmanship
Athletics
Culture
Nature
Technology
Appeal
Advanced Combat Mobility
Aerial Expertise
Anti-Armor Techniques
Charging Attack
Comprehensive Defense
Concentrated Defense
Defensive Footwork
Expert Attack
Heavy Attack
Light Attack
Massive Swipe
Melee Competency
Power Offense
Sweeping Offense
Area Tactics
Basic Ranged Defense
Expert Aiming
Ranged Foresight
Rapid-Fire Attack
Shooting Stances
Formsight
Sprinting Focus
Kip-Up
Jumper's Focus



Ruin Lore
Streetwise
Village Lore


Outdoorsmanship
Tracking
Computer Hacking
Computer Lore
Coercive Verbiage
Counseling
Debate Tactics
Devoted Comrade
Devoted Rival
Expert Argumentation
Incisive Rhetoric
Intimidating Presence
Persuasive Persistence
Polemics
Scathing Conclusion
Social Competence
Unbaitable

    Each of the above Abilities has progression effects equivalent to Emphasized, using a value double the dragon's Power instead of Study tier. Dragons do not have melee or ranged insight, and so must use their normal insight for Close Combat and Marksmanship Abilities. Melee Competency is effective for all weapon categories, regardless of progression (though dragons rarely use weapons).

Clairvoyance & Sight     Dragons have clairvoyance, using identical rules to a Vicar linked to their dragon (except for the DEX bonus). Clairvoyance is centered on their aspect. They detect light much more efficiently than any mortal eyesight, seeing in any light condition except total darkness as if it were High Light.

Damage Aura     A dragon has a particle damage aura with a maximum stored damage of 8 times Power. If its aspect is currently Medium or Large, it gains additional damage auras of equal size (see Aspect Stats above). All damage auras can be "refilled" to their maximums as a free action on the dragon's turn.

Draconic Abilities     Dragons have access to all Draconic Abilities listed in Vicars, with the following modifications:

    -Favor costs for Vicars have no effect on dragons; they may use Draconic Abilities indefinitely. Since Draconic Ability progression affects only favor costs, it is not relevant to dragons.
    -Aspect Channeling is not available, and all Abilities that require Aspect Channeling to be active do not have that requirement.
    -Energy Weapon - Melee is used on the aspect's natural weapon, limited only by Power (not SR).

Draconic Feats     Dragons may use Feats to temporarily boost their Draconic Abilities for one round, at the cost of true instability. All dragons have access to all Feats, but can only use one per turn. Using a Feat is a free action.

Feat of Desecration     This turn, the dragon may use Desecration on any number of targets within clairvoyance range, and that Ability is effective even if the devices are within range of their consecrator.
    This Feat inflicts 20 true instability on the dragon, or 10 if its aspect is currently Small.Feat of Destruction    This turn, the dragon's maximum damage using Energy Weapon - Ranged is tripled (that is, to 60 times Power). However, the dragon cannot make a normal single-target attack; it must use an AoE.
    Alternatively, the dragon may use Energy Weapon - Ranged to create a lesser point ZAoE; the ZAoE's high damage is equal to 8 times Power, and its low damage is equal to 4 times Power. The dragon can attack its own zone, or any adjacent zone. It may make a ranged offense roll of d20 on DEX to hit a specific group/engagement with the ZAoE's high damage.
    This Feat inflicts 20 true instability on the dragon, or 10 if its aspect is currently Large.
Feat of Luck    Until its next turn, the dragon may use Probability Field to affect all rolls within clairvoyance range, unlimited by its Power.
    This Feat inflicts 20 true instability on the dragon, or 10 if its aspect is currently Medium.Feat of Shielding    Until the dragon's next turn, its maximum shielding points under Null-Energy Shielding are increased to 120 per Power. The dragon is visibly blurred, allowing this Feat to be identified.
    This Feat inflicts 20 true instability on the dragon.Feat of Telekinesis     This turn, the dragon may use Telekinesis on multiple targets simultaneously: 1 target per Power.
    This Feat inflicts 20 true instability on the dragon, or 10 if its aspect is currently Small.Feat of Telepathy     This turn, the dragon may use Draconic Telepathy on multiple targets simultaneously: 1 character per Power. Draconic Possession also loses the requirement for Draconic Telepathy to be active on the target(s) 1 turn prior, and may now be used immediately.
    This Feat inflicts 20 true instability on the dragon, or 10 if its aspect is currently Small.