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* 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).
 
* 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.
 
* 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.
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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.
 
* 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
 
* 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
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* 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).
 
* 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.
 
* 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.
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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.
 
* 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.
 
* 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.

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