Taryn Horned Dragon Hatchling

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TARYN[edit]

SWADE Taryn Dragon.jpg

Female Great Horned Dragon Hatchling

Attributes[edit]

Agility d6, Smarts d8, Spirit d6, Strength d12+4, Vigor d8

Pace 6 (d6)
Parry 5
Toughness 40 (22)
Benny 3
Conviction 0

Skills[edit]

Athletics d6, Common Knowledge d4, Fighting d6, Notice d8, Persuasion d6, Psionics d8, Stealth d4, Survival d6

Edges and Hindrances[edit]

EDGES: Arcane Background (Psionic), Jack of All Tradess, Major Psionic

HINDRANCES:

Powers[edit]

POWERS: Boost trait, havoc, speak languages

ISP: 20

PPE: 15

Special Abilities[edit]

  • Armored Hide* - The Hatchling has +22 MDC Armor and +6 Toughness in dragon form (plus the Size bonus).
  • Bite/Claws* - Dragons can naturally attack with massive teeth and talons dealing Str+3d4 Mega Damage, AP equal to Size, see Natural Weapons in Savage Worlds. In addition, their bite has Reach equal to the additional Wounds granted by Size (one at Size Large)
  • Cybernetics – Dragons cannot take cybernetics at any point. Their bodies reject such foreign implants.
  • Enemies – Dragons are reviled by the Coalition, and hunted with extreme prejudice by CS forces when possible. In addition, many arcane factions seek to control dragons or use their body for the creation of powerful items.
  • Expanded Awareness – Dragons have the detect arcana power as an Innate Ability (see page 68) with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They may also sense supernatural beings within line of sight with a Notice check.
  • Fear* - Hatchlings are terrifying creatures and cause Fear checks to all who see them.
  • Fire Breath*† - As an action cause a Cone Template emanating from its mouth dealing 3d6 Mega Damage (4d6 with raise). This may be Evaded, but such is the intensity of the dragon’s breath that a successful Evasion reduces the damage one die, or two dice with a raise. Athletics skill to hit area —on a raise targets catch fire dealing 2d6 damage until doused (see Fire in Savage Worlds)
  • Flight* - The Hatchling has a Flying Pace of 12" and may "run" for extra movement as usual. Flight is usable in another form if it has wings.
  • Form Limits: If a dragon transforms into a humanoid race with a restriction based on its body type (such as Non-Standard Build, see page 55), it suffers the same penalties as that race. The GM makes the final c all on what counts as a body type restriction. In their natural form, dragons cannot wear any armor and can only use vehicular weapons specially adapted for their use at four times the normal cost. Most other gear can only be used in humanoid form (again, GM’s call).
  • Hatched – Dragons are born not made. They do not choose a race.
  • Infravision – Dragons halve penalties for bad lighting when attacking targets that radiate warmth.
  • Horned – True to their namesake these dragons have massive horns on their skulls which deal the same damage as their claws/bite do. At the end of one Fighting action they deal +4 damage and AP with that attack in which they move/Run at least 5” (10yds) and successfully hit.
  • Inherently Magical – Hatchlings know no magic spells, but they have a natural pool of 10 PPE and can use Techno-Wizard gear. A dragon who takes an Arcane Background adds this starting PPE to any gained from the Edge. Additionally, whenever he takes the Power Points Edge, he gains +10 PPE instead of +5. Begin with 15 PPE
  • Limited Metamorphosis – A dragon begins life able to adopt a single human or humanoid form for a limited amount of time each day. He can maintain this form for a number of hours equal to his Spirit die before needing at least six hours of rest. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in dragon form (marked with an *). Weapons and other personal effects (up to Body Armor) are assumed into the dragon’s form and reappear when returning to humanoid form. Any other objects are dropped. The process does not work in reverse; all gear carried by the dragon is dropped when transforming into humanoid form.
  • Major Psionic – Great Horned Dragons begin with Arcane Background (Psionic) and Master Psionic edge. They start with 20 ISP, Psionic d4, speak language and two other powers chosen from the standard psionic power list on page 120.
  • Mighty - Great Horned Hatchlings are incredibly strong on mind and body. They begin with Smarts of a d6, Strength d12+4 and Vigor of a d8
  • Nigh-Immortality – Dragons are supernatural creatures thought to be as old as the cosmos itself. Hatchlings mature around 600 years of age and, unless killed, can live up to 12,000 years. They are sustained by passively and effortlessly absorbing ambient magic energy, eating and drinking simply for pleasure. Dragons are immune to the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation; see Hazards in Savage Worlds.
  • Outsider (Major) – Dragon Hatchlings understand so little of the world, they inevitably cause socially awkward situations wherever they go, even in humanoid form. All Dragon Hatchlings have the Outsider (Major) Hindrance.
  • Resistance to Cold and Fire† - Great Horned dragons suffer -4 damage from Cold and Fire (or heat attacks, including plasma weapons) and gain +4 to resist such affects.
  • Size 6 (Large)* - In their natural forms, Dragon Hatchlings are usually 15–20 feet from snout to tail-tip and weigh up to 7 tons. This means Hatchlings gain a fourth Wound level and, when not using their Metamorphosis abilities, +6 Toughness (in addition to the Armored Hide bonus).
  • Slow Regeneration – Dragons make a natural healing roll once per day. Permanent injuries may be recovered once all Wounds are regenerated; treat each injury as an additional Wound for purposes of recovery.
  • Tail Lash*- A Hatchling in dragon form can attack all opponents adjacent to its rear or side as an action. The Hatchling uses its Athletics skill and ignores Scale penalties for this particular attack, which may be Evaded. Those who fail suffer Str+d8 Mega Damage.
  • Territorial – Dragons tend to dislike their own, at least initially. Dragons are hierarchical and generally treat newcomers as invading their territory unless great care is taken in interactions.
  • Untested – Being so young and without any life experiences, Dragon Hatchlings have not had time to develop moral codes, physical limitations, or foibles. When creating a Dragon Hatchling character, the player selects no Hindrances to start (and, thus, doesn’t get the extra points to spend on character creation). Instead, he selects one Hindrance at the end of each session until he has four points worth of Hindrances. Only when all Hindrances are selected may the player spend the points on his character, working out what is appropriate with the Game Master. This represents imprinting and a “growth spurt” for the Dragon Hatchling.
  • Very Young– Dragon Hatchlings start out very young. They begin play speaking and reading only one language, Dragonese/Elven, and start with only 3 points to adjust their attributes and only 10 skill points. Unlike the Young Hindrance (which they cannot take), this complication does not grant extra Bennies each session

Gear[edit]

NONE

Background[edit]

SWAED Taryn.jpg

Heroic Journey Tables – "Your hero’s voracious appetite for knowledge led to her picking up a little something about pretty much everything. She has the Jack-of-All-Trades Edge."

Narrative Hook -