Do you see this as something that'd be too complicated to run, just about right or too simple if it was converted to D&D? (Def = defense, the roll to hit it; Res = resistance, the roll to damage it; Resolve is like a saving throw vs. Will or Fort; in each case attacker and defender draw playing cards to add to the values listed)
Fire Dragon, Ancient
Gargantuan Winged Quadruped (Dragon, Fire)
Str: 13♦ Dex: 5♣ Int: 9♥ Pre: 10♠
Mel: 7 Ran: 6 Mag: 6
Def: 1 (7♣) Res: 11 (20♣A4)
Resolve: 15♠ (20♠) Wounds: 34
Vision: Darksight Speed: Normal, Flight
Enhanced
Skills: Armor (Natural) (R5) 16, Athletics (+Flying) (R3)
16, Endurance (R5) 20, Evade (R5) 6, Knowledge
(Arcane) (R5) 14, Language (Common) (R3) 12,
Language (Draconic) (R5) 14, Perception (R5) 14,
Persuade (R5) 15, Spellcraft (Arcane) (R5) 11,
Weapon (Natural) (R5) M12/R11
Attack: Maw A12♦/D19♦ (+6 wounds + draw card
+ 1 (fire) wound) or Claws A16♦/D17♦ (+6
wounds) or Tail A13♣/20♣ (+7 wounds) or Fire
breath A11♥/P20♥ or Spells
Multiattack (R1): Make a tail, maw (A-2/D-2) and claw
(A-4/D-4) attack. On a hit, deal 1 + weapon wounds.
Armor Piercing (R2): Make a bite & claw attack and
ignore 1 point Armor or Armor skill when dealing
damage.
Improved Shieldbreaker (R3): With a ♦ card, ignore 2
points of Shield bonus and/or Evade skill and make a
bite & claw attack. On a hit, deal 1 wound (+weapon
wounds). Consequences: 1x/scene.
Dehabilitating Strike (R4): Once a scene or with a Jack+,
Make a bite & claw attack. On a hit target takes 2
wounds (+weapon wounds) and +5 penalty to actions
until a successful Endurance (Fortitude) check (Diff
17). Consequences: 1x/day.
Lay Out (R5): Requires King+. Make a bite & claws
attack. On a hit, target takes 3 wounds (+weapon
wounds), is disarmed, knocked prone and stunned
until successful Endurance (Fortitude) check (Diff 20).
Consequences: Dragon takes a wound. 1x/day.
Spells (+11): 0th-3rd circle – any card; 4th-6th circle –
one 1x/scene or Jack+; 7th circle – Queen+
Detect Magic (0th): Diff 11, Close, Instant; detect
presence of active spells or magic items
Legerdemain (0th): Diff 11, Personal, Persist; create
minor magical effect or trick.
Resistance (0th): Diff 11, Close, Instant; Target gains
+1 to next Armor check.
Charm Gaze (1st): Resv +1♦, Short Persist; Once per
scene (or using Jack+) target becomes trusted
ally. Consequence: 1x/scene; if target is
attacked, spell is broken.
Arcane Strike (2nd): A15♠/P16♠, Medium, Instant;
target takes 8 wounds. Ghostly creatures cannot
evade attack. Consequences: 1x/scene;
Cumulative wound to cast again
Dispel Magic (3rd): Diff = enemy spell casting
difficulty, Short, Instant; End active spell on target.
Polymorph (4th): Diff 17, Personal,
Scene; Take shape of another
creature whose Primary ability scores
do not exceed 20. Gain shape’s Strength
and Dexterity, racial abilities and natural
attack modes.
Rot (5th): A13♠/F18♠, Close, Scene; Target takes 9
wounds + draw card for wound. Target takes –3
penalty to all skill checks and cannot heal
wounds until successful Endurance (Fortitude)
check (Diff 15). Consequences: 1x/scene.
Cumulative wound to cast again.
Scry (6th): Diff 20, Extreme, Persist; View remotely
and gain +5 bonus to Perception (Spot).
Consequences: 1x/scene.
Blast Fireball (7th): A12♠/P19♠, Long, Instant; Up to
6 targets take 10 (fire) wounds + draw card for
wound. Target takes wound every other round
until it makes successful Endurance (Physical)
check (Diff 18). Consequences: Dragon takes a
wound. For each extra wound, can affect +1
target. 1x/day Cumulative wound to cast again.
Binding (8th): Resv +4♦, Close, Day; Imprison
creature of up to 6 wounds. Draw card for extra
wound to imprison. Can release to perform
service by discarding a ♠ face card. After a day,
the creature is free. Consequences: Dragon
takes a wound. For each additional wound taken,
can imprison +1 wound creature, up to 10
wounds. 1x/day.
Hail of Meteors (9th): A11♠/ P20♠, Long, Instant; Up
to five targets take 11 (fire) wounds + draw card
for extra wound. Targets take 1 wound every
other round until it makes a successful Endurance
(Physical) check (Diff 22). Consequences:
Dragon takes a wound. For each additional
wound taken +1 target. 1x/day. Cumulative
wound to use again.
Fire Breath (3x/Scene): Att +0♥/Phys +5♥,
Medium range, Persist. Deals 7 (fire) wounds up
to 5 targets. Target takes 1 (fire) wound every
other turn until successful Endurance (Physical)
check (Diff 20).
Fire Immune: An ancient fire dragon takes no
damage from fire attacks.