Google Handle: : Conan Cimmerian
Character Name: Z'Anomandir (Zan)
Rank: Seasoned Experience: 21 Advances Left: 0
Race/IF: Ice Dragon Hatchling
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+4, Vigor d8
Charisma: -2; Pace: 6 d6 running (Fly 12, Climb 0); Parry: 6; Toughness: 34 (16 MDC) 13 (6 +1 Toughness in human form w/ armor on); PPE: 20; ISP: 20
Skills: (10 pts)
- Psionics (Smarts) d6....................(d6 start from IF)
- Fighting (Agility) d8.....................(2pts, advances)
- Shooting (Agility) d8....................(2pts, advances)
- Throwing (Agility) d4....................(1pt)
- K-Arcana (Smarts) d4....................(1pt)
- Notice (Smarts) d6........................(2pt)
- Spellcasting (Smarts) d6................(2pts)
- Hindrance (Major): TBD
- Hindrance (Minor): TBD
- Hindrance (Minor): TBD
- Hindrance (Minor): Outsider (IF): -2 Charisma, treated badly by those of the more dominant society
- 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
- Enemies: Dragons are illegal and reviled by the Coalition. Any known dragon is immediately hunted with extreme prejudice
- Cybernetics: Dragons cannot take cybernetics at any point. Their bodies reject such foreign implants.
- Territorial: Dragons tend to dislike their own, and other dragons generally treat a newcomer as invading their territory unless great care is taken in interactions
- Very Young: Dragon Hatchlings start out very young and undeveloped. They begin with only 3 points to adjust their attributes and only 10 skill points. Unlike the Young Hindrance, however, this complication does not grant them an extra Benny each session.
- Seasoned 1 Advance: Spirit->d8
- Novice 3 Advance: Fighting->d8/Shooting->d8
- Novice 2 Advance: Agility->d8
- Novice 1 Advance: Edge: AB (Magic) Powers: entangle, deflection, boost/lower trait
- Edge/Advance (from Hindrances): TBD
- Edge/Advance (from Hindrances): TBD
- Edge (HJ): Power Surge (This Edge is for those characters with Arcane Backgrounds. When dealt a Joker, the character recovers 2d6 Power Points. He may not exceed his usual limit.)
- Edge (HJ): Major Psionic (Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge. Major Psionics may also: Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2. Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range ×10. This ability does not affect powers that have Range of Self or Touch. The two effects can be combined, but the decision to spend ISP for either must be made before the roll. While on a ley line, all above bonuses are doubled in effect.)
- Edge: AB Psionics (Iconic): Begins with Psionics d6, 3 powers and 10 ISP. Powers: slumber, dispel, intangibility
- Impervious to Cold (Iconic): Ice and cold do not affect an Ice dragon at all. Non-variable frequency lasers do only half damage due to the reflecting nature of their icy hide.
- Infravision (Iconic): halve the penalties for dark lighting against living targets
- Inherently Magical (Iconic): Begins with +10 PPE, and gains double from edge selections.
- Limited Metamorphosis (Iconic): Can turn into a single humanoid form and maintain that form for Spirit in hours before needing 6 hours rest. Loses many of his natural abilities in his humanoid form.
- Mighty (Iconic): Begins with d12+4 Strength and d8 Vigor
- Nigh-Immortality (Iconic): 6k-12k life span and requires only magical energy to sustain themselves, eating and drinking simply for pleasure. They are immune to normal poisons and diseases.
- Slow Regeneration (Iconic): These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
- Legendary Table reward: Badass Family: gain 2 attribute points for the character and his descendants (+1 dye type each to Agility, Smarts)
- Armored Hide (Iconic): In natural form has +16 M.D.C. and +6 Toughness.
- Claws/Bite (Iconic): Naturally massive teeth and talons (Str+3d6 AP 4, Mega Damage)
- Fear (Iconic): A dragon is a terrifying creature to most folks, who must make a Fear check when first seeing him.
- Flight (Iconic): Winged forms can fly at a Pace of 12” with a Climb of 0.
- Size +6 (Iconic): is naturally 15’ long and weighs 3 tons. +6 Toughness
- Tail Lash (Iconic): Sweep a 2" long by 4" wide rectangle. Fighting attack ignores size penalties, (Str+d8 Mega Damage).
- Icy Breath (Iconic): Can fire a bolt of ice at Range 12/24/48 and Damage 4d6 (Mega Damage), using their Shooting skill. Alternately, they can do 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage.
- Hibernation (Slumber)
- Power Points: 2
- Range: Smarts x 2
- Duration: 1 minute (1/minute)
- Effect: The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at –2 if the caster scored a raise. Those who fail fall asleep. Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.
- Trappings: Frigid winds sap the energy from the target(s), causing them to fall into an unnatural slumber. By reducing the power's range is to half, numb hands and involuntary shivering require a Vigor roll (at –2 on a raise) to avoid cold-based Fatigue. This additional effect is negated by any resistance to cold.
- Power Points: 3
- Range: Smarts
- Duration: Instant
- Effect: Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise; Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual. In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc).
- Trappings: Zan concentrates his mental power to 'freeze' a magical effect causing it to go inert and scatter like falling snow. By spending +2 ISP upon activation he can instead 'shatter' the magical effect, causing the opposing caster to also lose 1d6 PP from negative arcane feedback.
- Power Points: 5
- Range: Touch
- Duration: 3 (2/round)
- Effect: With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal. While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items. The character may not become corporeal while within someone or something. If that occurs, the caster is instantly shunted to the nearest open space, and he is Shaken. .
- Trappings: Zan dissolves into a mini-blizzard roughly the same size as his body that can pass through walls and causes Fatigue to anyone within the 'blizzard' unless they make a Vigor check or have cold resistance.
- Freeze (Entangle)
- Power Points: 2-4
- Range: Smarts
- Duration: Special (see below)
- Effect: Ice formations emerge from the ground to hold the target(s) in place. The arcane skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength. Each following round, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2. For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in a Medium Burst Template.
- Trappings: When using the MBT option, the ground within the template is totally covered in ice as long as at least 1 target is entangled which halves the movement rate for anyone moving in or through the area unless they make an Agility check. Heat or fire dispels the ice.
- Power Points: 2
- Range: Touch
- Duration: 3 (1/round)
- Effect: Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons. .
- Trappings: Dense, icy protrusions sprout from the body that deflect incoming attacks. Bonus -1 to hit for enemies in melee in addition to usual effects.
- Power Points: 2
- Range: Smarts
- Duration: 3 (1/round)
- Effect: 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.
- Trappings:
- Agility: Ice Slide (for +1 PP: +2 pace, can run and perform an action without the usual MAP w/ a raise; fire and heat act as a dispel.)
- Strength: Ice Talons (for +1 PP: physical attacks have +2 AP)
- Vigor: Ablative Ice Shielding (for +1 PP: grants additional +1 Armor, +3 w/ a raise; fire and heat act as a dispel.)
- Smarts: Cold Calculations (for +1 PP: +1 to resist Smarts-based tricks, +1 to Spellcraft rolls w/ a raise; fire and heat act as a dispel.)
- Spirit: Crystalline Soul (for +1 PP: +1 vs Fear, +1 to Psionics rolls w/ a raise; takes +2 damage against Sonic attacks)