Here’s another race for Fantasy AGE: the dragonfolk. Dragonfolk are a bit experimental in that I gave them a slight power boost with racial armor and a breath weapon. I think both of those are important aspects of the race, so I wanted to include them. In order to prevent the race from being too powerful, I kept the armor rating lower than the lightest armor and made the breath weapon weaker than the blunderbuss. This version of dragonfolk doesn’t get any form of fire resistance, darksight, or wings.
During a war a couple of centuries ago, the mages of a now fallen nation used the blood of dragons to create a new race to use as soldiers in their wars. When the wizards fell, their soldiers scattered throughout the region and have been finding their place in the world since then. Dragonfolk stand approximately the same height as humans but tend to be heavier set. They have reddish-brown scales covering their skin, dragon-like faces, and short tails.
As a relatively young race, the dragonfolk lack the history and traditions of their neighbors. Some still cling to the militant culture imposed on them by their creators, but many others have rebelled against that past and sought integration with the other races of the region.
Female Names: Astra, Dagma, Edis, Laris, Ragna, Valdis
Male Names: Arni, Bartur, Evindur, Haldur, Sorni, Thur
Family Names: Askra, Felkin, Lorkin, Magnir, Tarn, Woldin
Playing a Dragonfolk
If you choose to play a dragonfolk, modify your character as follows:
- Add 1 to your Constitution ability.
- Pick one of the following ability focuses: Intelligence (Military Lore) or Strength (Intimidation)
- Thick scales protect your body. When not wearing armor, you have an Armor Rating of 2.
- You can breath fire as a major action. Your breath is 6 yards long and 2 yards wide and deals 1d6 + Constitution damage. You make an attack roll using Accuracy (Fire Breathing) and compare it to the Defense of each target in the area. Stunts affect targets individually. You must spend a major action to recover before you can use your fire breath again. You count as trained with your own breath weapon.
- Your speed is equal to 10 + Dexterity (minus armor penalty if applicable).
- You can speak and read the Common Tongue.
- Roll twice on the Dragonfolk Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.
2: +1 Intelligence
3-4: Willpower (Courage)
5: Intelligence (Natural Lore)
6: Perception (Seeing)
7-8: +1 Perception
9: Communication (Leadership)
10-11: Constitution (Stamina)
12: +1 Fighting
Focuses & Talents
Dragonfolk can take the Accuracy (Fire Breathing) talent to improve their ability to hit enemies with their fire breath. In addition, the Firebreather talent is available to dragonfolk characters of any class.
Classes: Mage, Rogue, and Warrior
Requirement: Dragonfolk, Accuracy (Fire Breathing) focus
You have honed your fire breath into a powerful weapon.
Novice: Your inner fire burns hotter. Your fire breath has a base damage of 1d6+3 rather than the usual 1d6.
Journeyman: You’ve conditioned yourself so that you can breath fire more quickly than other dragonfolk. You can recover your fire breath as a minor action rather than a major action.
Master: When you breath fire, the flames can reach distant foes. Your fire breath fills an area 2 yards wide and 10 yards long.
One reply on “Fantasy AGE Dragonfolk”
Great idea. I’ve just started narrating a campaign using the Fantasy Age system. I’ve had my share of creating additions to rules too as some players always want something special, like turning into a werewolf or being a fallen angel who can enhance their weapon!
Although I don’t mostly follow the race benefits and background for focuses. Rather I choose them by what would fit the character from the story perspective or as a GM, let players choose them freely.