Editing Taryn Horned Dragon Hatchling

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* Cybernetics – Dragons cannot take cybernetics at any point. Their bodies reject such foreign implants.
 
* 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.
 
* 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.
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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.
 
* 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)
 
* 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)

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