Rifts Dragon Differences

Return to Savage Rifts
Return to Savage Rifts Framework And Race List


With five different subspecies of dragon, it can be hard figuring out which one to play. This list tries to compare apples to apples, with simple categories for each type. Commonly shared traits are just referred to as "standard," to focus on what makes certain subspecies stand out. For "Movement," the run die is always d6 unless otherwise stated.

Flame Wind

Playing with fire.

  • Attributes: Strength d12+4, Vigor d8, an offense-focused build.
  • Movement: 6" on land, 12" in the air, a classic combo.
  • Offense: Standard claws. Breath weapon (4d6, with raise 5d6 + on fire) is impossible to just avoid and is the best in terms of pure damage-dealing.
  • Defense: Standard armor. Immunity to fire, heat, and plasma (all commonly found on weapons) is a huge advantage.
  • Magic: Standard — cannot cast spells at birth. Upon adding AB (Magic), will have 20 PPE.
  • Psi: Standard — Minor Psi with 10 ISP, 3 powers, skill at d4.
  • Special Abilities: None.
  • Iconic Edge: Flaming damage field (3d6).

Forest Runner

Fast, sneaky psychics.

  • Attributes: Strength d12+3, Vigor d6, weaker than other dragons.
  • Movement: 10" (with d10 run) on land, 6" in the air, inverted from the norm; this works well for sneak attacks though.
  • Offense: Standard claws. Breath weapon (gas, roll penalized Vigor or Stunned) is the weakest and easily foiled by EBA or foes who don't breathe, but also guaranteed nonlethal.
  • Defense: Standard armor, but Toughness a bit lower due to small size (though if this is an issue, a later advance can completely negate this drawback). No immunity, but resistant to heat and cold.
  • Magic: Standard — cannot cast spells at birth. Upon adding AB (Magic), will have 20 PPE.
  • Psi: The most potent — Major Psi with 20 ISP, 5 powers, skill at d4.
  • Special Abilities: Chameleon scales give them a chance to sneak even at full dragon size while running. Can shapeshift for twice as long.
  • Iconic Edge: Run even faster (12", d12 run) and Nimble.

Great Horned

Claws and potential power.

  • Attributes: Strength d12+4, Vigor d8, Smarts d6, an offense-focused build with unusually high intelligence.
  • Movement: 6" on land, 12" in the air, a classic combo.
  • Offense: Standard claws but can do a ram-horn attack for an impressive +4 damage, +4 AP. Breath weapon is weak, however (3d6, raise gives 4d6 but no other effect) and can be evaded normally.
  • Defense: Gets an extra +4 Armor. No immunity, but resistant to heat and cold.
  • Magic: Highest potential — cannot cast spells at birth. Upon adding AB (Magic), will have 25 PPE.
  • Psi: Potent — Major Psi with 20 ISP, 3 powers, skill at d4.
  • Special Abilities: None.
  • Iconic Edge: All melee gains +4 AP; tail lash improves.

Royal Frilled

Versatility out of the gate.

  • Attributes: Strength d12+3, Vigor d10, a defense-focused build.
  • Movement: 6" on land, 12" in the air, a classic combo.
  • Offense: Standard claws with +4 AP. Breath weapon is potent (gas, roll Vigor or instantly incapacitated) but easily foiled by EBA or foes who don't breathe.
  • Defense: Standard armor. No immunity, but resistant to heat and cold.
  • Magic: Standard but already trained to cast — has 20 PPE, 3 powers, skill at d4.
  • Psi: Potent — Major Psi with 20 ISP, 3 powers, skill at d4. Uniquely, one power can come from the Mind Melter list.
  • Special Abilities: Enhanced Fear checks (-2). Can shapeshift for three times as long. Must select an inherent Major Hindrance, however.
  • Iconic Edge: Master Psi and more Mind Melter powers.

Snow Lizard

Chilling breath and living snow.

  • Attributes: Strength d12+4, Vigor d8, an offense-focused build.
  • Movement: Cannot fly! 8" on land with d8 run.
  • Offense: Standard claws. Breath weapon as powerful (and hard to evade) as the Flame Wind's, but on a raise targets are slowed and vulnerable instead of on fire.
  • Defense: Standard armor. Immunity to cold, which can be potent but will not come up frequently.
  • Magic: Standard — cannot cast spells at birth. Upon adding AB (Magic), will have 20 PPE.
  • Psi: Standard — Minor Psi with 10 ISP, 3 powers, skill at d4.
  • Special Abilities: Can turn into a snowstorm — a surprisingly versatile ability that combines havoc and intangibility and is only vulnerable to fire or supernatural attacks.
  • Iconic Edge: Freezing damage field (3d6 + Hinder).

Return to Savage Rifts
Return to Savage Rifts Framework And Race List