Rank: Veteran Experience: 7 (VV) +6 (Mar/17) +6 (Jun/17) +7 (Sept/17) +6 (Dec/17) +5 (Mar/18) +5 (Jun/18) +5 (Sept/18) +4 (Dec/18) +5 (Mar/19) +1 (Cory Interlude) +5 (July/19)=62 Advances Left: 0
Race: Flame Wing Dragon Hatchling
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+7, Vigor d8
Skills: Psionics d6, Intimidate d6, Shooting d8, Fighting d8, Notice d6, Taunt d6
Charisma: -2 (0 to Dragons); Pace: 6 (12 Flying); Parry: 6; Toughness: 43(20) MDC; Strain: n/a
Hindrances:
Enemies - Coalition
- Dragons are illegal and reviled by the Coalition. Any known dragon is immediately hunted with extreme prejudice.
- If a dragon transforms into a humanoid race with a restriction based on its body type (such as Non- Standard Physiology, see page 51), it suffers the same penalties as that race.
The GM makes the final call 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).
Large
- When not shape shifted into a humanoid form, dragons make for very big targets. Normal-sized opponents gain +2 on all attacks against them.
Huge
- When not shape shifted into a humanoid form, dragons make for very big targets. Normal-sized opponents gain +4 on all attacks against them.[/
- 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 Hindrance.
- Dragons tend to dislike their own, and other dragons generally treat a newcomer as invading their territory unless great care is taken in interactions
- It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
Heroic
- This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
- Your miserly hero measures his worth in treasure. He argues bitterly over any loot acquired during play.
- Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
Arcane Background: Psionics
- Arcane Background: Psionics (Smarts) Starting Power Points: 10 Starting Powers: 3
Psionicists have discovered how to tap into their own psychic powers. They can manipulate matter, create fire, or control their own bodies with but a thought.
- ►►Brainburn: When a psionic character rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken. On a critical failure, the psi lets out a psychic scream
that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.
- Characters with strong willpower use their voice, steely stares, or quick wits to unnerve their opponents. Strong Willed adds +2 to a character’s Intimidation and Taunt rolls, as well as his Spirit and Smarts rolls when resisting Test of Wills attacks.
- Any time he makes an unskilled roll for a Smarts-based skill, he may do so at d4 instead of the usual d4-2
- The character has an ear for languages and a rare talent for recognizing similarities between them. A character with this Edge starts with a number of languages equal to his Smarts die, and can make a Smarts roll at –2 to make herself understood in any language or dialect she has heard spoken for at least a week.
Brave (25xp)
- Those with this Edge have learned to master their fear. Or perhaps are so jaded or emotionally distant they’ve just lost their normal “fight or flight” responses. Either way, your hero adds +2 to Fear tests.
- When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
- A dragon’s regenerative abilities can improve over time, allowing him to make a natural healing roll every round. He also gains +2 to recover from being Shaken
- A dragon may change his shape and size at will, appearing as any living creature from the size of a house cat to anything his natural size and weight. He can maintain any such form indefinitely, even while sleeping. 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 *). Only gear carried in humanoid form (see Limited Metamorphosis above) is assumed into any new shape. Any other objects are dropped when transforming to a new body.
- Some individuals just seem to heal faster than others. Those
with this blessing add +2 to Vigor rolls when checking for
natural healing. See page 78 for complete rules on Healing.
Boost/Lower Trait Rank: Novice
Range: Smarts (6)" Duration: 3 (1/round) ISP: 2
Trappings: Glowing Aura
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when
each casting expires as usual.
►►Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait
Affected.
Adaptive Camouflage (Invisibility) Rank: Seasoned
Range: Self Duration: 3 (1/round) ISP: 6
Trappings: Active Camouflage
Being invisible is a powerful aid in combat and useful for spying on maidens’ changing rooms as well.
With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6.
In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.
The colours and surface textures of the targets continually change for better hiding, and increase Stealth by one die type, or two on a raise.
►►Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Third Eye/Suppress Auras (Detect/Conceal Arcana) Rank: Novice
Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) ISP: 2
Trappings: Third Eye/Meditation
Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer — 1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.
Magic Powers
Burrow Rank: Novice
Range: Smartsx2 Duration: 3 PPE: 3 (2/rnd)
Trappings: Subtle Exit (Stealth: Increases Stealth by one die type, or two on a raise.)
Burrow allows a mage standing on raw earth to meld into it. He can remain underground if he wants in a sort of “limbo” or burrow to anywhere with a Pace equal to the power’s Range. A mage with a Smarts of d8 could therefore move up to 16” (32 yards) on the first round, then maintain the spell and stay submerged for the second and move another 16”.
A burrowing earth mage can attempt to surprise a foe (even one who saw him burrow) by making an opposed Stealth versus Notice roll. If the mage wins, he gains +2 to attack and damage that round, or +4 with a raise. Targets on Hold may attempt to interrupt the attack as usual.
Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets.
Armor Rank: Novice
Range: Touch Duration: 3 (1/round)) PPE: 2
Trappings: Heat - Mirage (slightly obscure the character, making him –1 to be hit by ranged attacks.)
Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
The heat Armor is visible.
Fear Rank: Novice
Range: Smartsx2 Duration: Instant PPE: 2
Trappings: Deafen: A raise with the power results in a –2 penalty to hearing-based Notice rolls for the target for 1 round.
This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.