- ARMOR: +2: Dragonfolk have thick, scaly skin.
- BITE/CLAWS: Str+d4, AP 2. Note that Bite allows a character to bite grappled prey rather than just crush; and claws add +2 to Athletics when climbing most surfaces.
- BREATH WEAPON: Dragonfolk can breathe an impressive gout of fire. This takes an Athletics roll, may be Evaded, and causes 2d6 damage in a Cone Template or a 12” line (choose one during character creation). A Critical Failure on the attack causes Fatigue.
- COLD-BLOODED: Dragonfolk subtract 1 from Agility, Strength, and Vigor rolls after spending more than ten minutes in temperatures below 60° Fahrenheit (18° Celsius).
- ENVIRONMENTAL RESISTANCE (Heat): Dragonfolk receive a +4 bonus to resist heat or fire based effects and reduce damage from such sources a like amount.
- ENVIRONMENTAL WEAKNESS (Cold): Dragonfolk are poorly suited to frigid conditions. They subtract 4 from rolls made to resist cold or -based effects and take +4 damage from such attacks.
- ILL-TEMPERED: Dragonfolk are proud of the mighty dragons to which they’re related. This gives them the Arrogant Hindrance. If the dragon folk of your setting don’t have this trait, pick two points of Negative Racial Penalties that better suit their background or society instead.