Quick Reference

Race Starting Stats & Race Maximums Builds Weight Ranges Height Ranges Life Expectancy Genders
Type depends on Runic Element
Fortitude: 30/100
Speed: 5/50
Mental: 20/70
Strength: 35/100
Luck: 10/60
Will: 5/50
Dragon-Large D-L: 200-500 Male: 6'-10'
Female: 5'5-9'5
Male: 3,500
Female: 4,000

Brief History

Dragonians were the spawn of elves and dragons, during the end of the Great Magic War and the beginning of the Second Era. Since then, the dragons have all but secluded themselves from humans and more dragonians have yet to be produced. However of the large amount of dragonians that were conceived during that time, they all had mated with each other, and grew into a large race. Though losing a lot of their dragon heritage over the years, they have kept to a basic appearance, and thus is the dragonian race.

Positives & Negatives

Dragonians have the ability to fly, and the varying abilities depending upon their element. They also boast great

Quick List of Modifiers

+30 to EP
+1 to Success Rate
+1 to Attack Actions
+1 to Defense Actions
+1 to Reach
+20 to Melee and Throw
-4 from Initiative
-20 from Evade 
Natural PR of 50
Natural MR of 20

Saga of Ablution: +10 Magic Stability

dexterity and natural scale armor. However dragonians have a tendency to lose control, and some can suffer from mild insanity.

Dragonians benefit from bonuses of +30 to EP, + 1 to Success Rate, +1 to Attack and Defense Actions, +1 to Reach (they have a reach range of 2 instead of 1), +20 to Melee and Throw Power. They also possess a natural PR of 50 and natural MR of 20.

They have sharp teeth giving them bite damage of 30, and have sharp talons that have a damage power of 40. If they have a tail it has a damage power of 25. Dragonians are also immune to sleep and fear status effects.

Dragonians have a penalty of -4 to Initiative and -20 to Evade. Dragonians bear natural armor and great strength making them ideal warriors and guards.

In the Saga of Ablution campaign, dragonians have a natural +10 to their chance for casting stable magic.


Dragonians have three stages of life. The first stage, which last from birth until they reach the age of 15, is their child hood. Their development is similar to human children in this stage, though they are able to crawl upon hatching. This is the stage they are most susceptible to danger, death, and disease. They rely totally on their parents during this stage, though some do develop more quickly and reach the next stage of life several years faster.

The next stage, which last from 16 until the age of 1,000, is their adolescent age. This is the age they begin to take on a more draconian appearance, learn to fly, and learn their elemental effect. This is also the age they separate from their parents and go out to learn and explore. Most traveling dragonians are in this age group. Developing draconian features is a painful experience, and adolescent dragonians thus need more rest and more nourishment during this process.

The final stage, which last from 1,001 until death, is their adult hood. Most dragonians return to their pack during this time, an become a beneficial member of such pack. There are some however that are sicken with wanderlust who continue to explore. Death is a dragonians greatest honor, and they accept their timely death with open arms. However to die before their time is a terrible thing to them.


Before they reach their adolescents, dragonians resemble human children, though larger, and with scale growth over certain parts of their skin. When they develop their dragonian features however, they are tall, built beings, bear colorful scales (color determined by their runic element) over parts of their arms, legs, knees, elbows, chest, and back, have slender, almond-shaped eye that are green and lizard-like, have developed dragon wings, and talons for feet. Their hair can be of any color, but their skin is usually a dull gray color. Only 50% of the dragonian population actually have tails.

Living Habitat

Dragonians can be found all over, and it is common to see a dragonian travel.

Food & Sleeping Requirements

Dragonians require 3 meals a day consisting of meats and water. They must sleep a full night’s cycle every night or suffer from fatigue (-5 from endurance per missed hour).


Dragonians are very much tied to their family and their tribe and usually work for the better of their fellow tribe members. Dragonians are often polytheistic in belief and they celebrate coming of age and birth.

Dragonians take great pride in the family surname which often can be traced back many generations. For first names, dragonians are often named after heroes of the past or of dragon mythology.

Racial Relations

Dragonians do not suffer or benefit from the same fear factor as their dragon cousins. Therefore they are more able to interact with other races in a more peaceful manner. Who they can interact with is ultimately up to the dragonian, however many races do not trust them.

Racial Skills & Abilities

For all dragonians

Skill Effect Stat Cost Range & Area Duration Skill Points to Skill Mastery Mastery
Magic Absorb
Tier 1
Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action. 1 /3 rddamage to SA self instant 1 skill points =
2 skill mastery %
Magic Redirect
Tier 1
This skill allows you to redirect either 25%, 50%, 75%, or all of the stored magic damage into your offensive spell, increasing your total damage by that amount. If used with a spell that affects multiple targets the redirected damage is divided among the number of targets or hits. This is a free action. N/A spell's range instant 1 skill point =
2 skill mastery %
Tier 1
This skill causes you to look more intimidating or important. It does so by temporarily increasing your Will by 5, which affects all Will based stats, and your Influence by 5. 5 SA;
1 support
self instant 1 skill point =
2 skill mastery %
Magic Store
Magic Ability
This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.
This skill allows for flying at triple movement rates. If the dragonian is carrying more than 75% of its weight limit, then the dragonian cannot fly. It costs 5 EP to use.
Tough Skin
This talent permanently reduces all damage done to HP by 25% of any felt physical or magical damage. This would be 25% of any damage that would actually be felt by HP, after any absorption or blocking done by armor. This does not lessen ongoing damaging effects, such as poisons or burns.
Elemental Warrior
Race Ability
Dragonians are at one with their element. Therefore, they can empower their physical attacks to also deal magic power damage. This makes their physical attacks take on the properties of their element, applying the Runic Element Effects on Attack. Enemies will treat the whole attack as a physical attack however their Runic Element Effects on Defense will apply. It costs the dragonian 5 SA to use this ability. 

Elemental Effects on Dragonians

Dragonians, like others in the reptilian family, are affected by their runic element. This means that whatever runic element you are will determine

Magic Stability does not affect a dragonian's special attributes or elemental powers, only their use of magic. Therefore a dragonian can make use of his or her elemental effects with no worries in the Saga of Ablution campaign.

the type of dragonian you can be. This will affect their appearance as well as their elemental effects. All effects cost 5 SA, have a Skill Point to Mastery Rate of 2 skill points = 1 mastery %, and have a mastery of 10%.

Element Dragonian Scale Color Special Attributes Elemental Effects
Earth Rust rust 40% resistant to earth based magic Effect Name: Stone Shell
Effect: encases self in a stone shell that grants the dragonian an extra 20 PR and 10 MR, it costs 5 SA per round to keep up the shell but while in a shell the dragonian can't move but can attack
Range & Area: self
Air Fog gray 40% resistant to air based magic Effect Name: Transform into Fog
Effect: transform into fog, able to pass through anywhere that air can and unaffected by physical weapons but still affected by magic, it costs 5 SA per round to remain in fog form
Range & Area: self
Water Aqua aqua-marine 40% resistant to water based magic Effect Name: Liquefy
Effect: transform into liquid, able to pass through anywhere that water can and unaffected by physical weapons but still affected by magic It costs 5 SA per round to remain in water form
Range & Area: self
Fire Crimson crimson red 40% resistant to fire based magic Effect Name: Coat of Fire
Effect: can coat self in fire, burns any flammables touched, living targets that touch or are touched suffer 1d10 instant damage and 1d6 burn damage each round, it costs 5 SA per round to remain coated by fire
Range & Area: self
Life Pearl pearl 40% resistant to life based magic Effect Name: Electrified Scales
Effect: charge scales with violent energy, anyone that comes within 1 hex of the dragonian receives 1d10 magic damage and anyone who melee attacks the dragonian has a 50% chance of being stunned for 1 round, it costs 5 SA per round to keep the charge active
Range & Area: self
Death Opal shiny black 40% resistant to death based magic Effect Name: Vampiric Aura
Effect: produces a vampiric aura that drains 1d8 HP from all targets in the area, including allies, and returns the drained HP to the dragonian, per round, it costs 5 SA per round to keep the aura active
Range & Area: affects a 2×2 hex area around user
Time Steel metallic 40% resistant to time based magic Effect Name: Time Distortion Aura
Effect: produces an aura that decreases the movement rates of all enemies in the area by half and their physical damage by 25%, gives all friendly targets an extra attack action while in the area, it costs 5 SA per round to keep the aura active
Range & Area: affects a 3×3 hex area around user
Space Crystal trans-lucent blue 40% resistant to space based magic Effect Name: Illusionary Aura
Effect: creates an aura that blurs you to the enemy target, seeming to spread you around the surrounding hexes. One must make a perception check to target you, or any that are in your area of effect, ally and enemy, it costs 5 SA per round to keep the aura active
Range & Area: affects a 3×3 hex area around user

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