Dragon Variant: Snow Lizard Dragon

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High Command
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Dragon Variant: Snow Lizard Dragon

Post by High Command »

Snow Lizard Dragon
In the deep snows of the far north is a new type of wingless dragon, the Snow Lizard. The dragon appears to be made for the chilly climate; totally immune to cold, this great serpent stalks the ice flows and snowy wilds of Canada and Alaska. The Snow Lizard delights in its winter wonderland, a creature in its own element. Snow Lizards are nearly always pure white in coloration, with a small percentage (12%) being light grey, icy blue or snowy white with black highlights. The dragon's powers and instincts complement its chosen surroundings perfectly, as does the serpent's size, endurance and ability to move over snow and ice unimpeded. Snow Lizards dislike warm climates and avoid deserts like the plague.
Initial Abilities
  • Icy Breath: Instead of fire, the dragon breaths icy cold from its lungs.
    Note
    This replaces Fire Breath
  • Impervious to Ice and Cold: Ice and cold do not affect a Snow Lizard Dragon at all.
    Note
    This replaces Immunity to Fire
  • Snowstorm Transformation: In times of danger the Snow Lizard has the ability to transform into a blizzard of blowing snow 4" in diamter. In this form, no physical or energy attack can harm him; with the exception of fire. The dragon can assume the form can create a movable storm of snow and wind that can confuse and hinder his foes, causes -2 to all visual and hearing based rolls in a 4" diameter (except the dragon's). This also includes radio waves and most sensors. The roar of the storm is so loud the character finds stealth is impossible. In this Intangible State the character ignores all terrain modifiers. While in this form the dragon becomes vulnerable to fire and heat based attacks suffering +4 damage or -4 to rolls versus such attacks.
    SPC Cost
    Intangibility (5-1-1+5-5=3): Vulnerability is Fire/Heat, Limitation (Minor): Susceptibility to Fire & Heat -1, Limitation (Minor): Stealth become Impossible -1, Phasing (+5) Limitation (only for Energy Control) -5.
    Energy Control (5-3=2): Limitation (Major): Only to create obscuring snow storm -2, Contingent on Intangibility -1; This replaces Flight.
Abilities available upon advancement
  • Freezing Scales: This works the same as Flaming Scales, but the damage is ice and cold.
  • Faster Snowstorm: (Available at Seasoned) Due to an increase in the wind speed and how much colder it is, the storm's penalty to visual and audio based trait checks increases to -4.
  • Blizzard: (Available at Veteran) Due to an increase in the wind speed and how much colder it is, the storm's penalty to visual and audio based trait checks increases to -6.
  • Quick Blast: (Available at Veteran) With practice, the Dragon can form just enough of themselves to let loose with their Icy Breath once per round. This requires a single Spirit
    roll to successfully phase in and phase back out (or vice-versa). An opponent can hit the character while solid by being on Hold and interrupting his action.
  • Quick Strike: (Available at Veteran; Prerequisite: Quick Blast) The dragon can phase in long enough to take any single action (such as an attack or power, not just a breath attack) and immediately phase back out again. This requires a single Spirit roll to successfully phase in and phase back out (or vice-versa). An opponent can hit the character while solid by being on Hold and interrupting his action.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Ndreare
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Re: Dragon Variant: Snow Lizard Dragon

Post by Ndreare »

RE: Snow Transformation

This is a powerful ability. The Intangibility effectively has the Phasing enhancement in that the character can attack with the power while still benefiting from its defense. The dragon is effectively gaining a very powerful ability without a compromising reduction in other abilities.

Also weakness to power is worth 0 Points. Intangibility automatically includes Vulnerabilities as an inherent requirement of the power.
Alternate SPC Cost 9
Whirlwind (2) + Large Burst Template (2), Power Negation - Hot Dry environments (-2) = 2 point
Intangibility (5), Phase (5) Contingent (-1), Power Negation - Hot Dry environments (-2) = 7 points
9 Total Power Points
IMHO: Something more than only flight should be traded for this significant increase.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Freemage
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Re: Dragon Variant: Snow Lizard Dragon

Post by Freemage »

RFT wrote:RE: Snow Transformation

This is a powerful ability. The Intangibility effectively has the Phasing enhancement in that the character can attack with the power while still benefiting from its defense. The dragon is effectively gaining a very powerful ability without a compromising reduction in other abilities.

Also weakness to power is worth 0 Points. Intangibility automatically includes Vulnerabilities as an inherent requirement of the power.
Alternate SPC Cost 9
Whirlwind (2) + Large Burst Template (2), Power Negation - Hot Dry environments (-2) = 2 point
Intangibility (5), Phase (5) Contingent (-1), Power Negation - Hot Dry environments (-2) = 7 points
9 Total Power Points
IMHO: Something more than only flight should be traded for this significant increase.
It's not just vulnerability (ie, being able to be hurt by fire while intangible): It's 'environmental weakness', per the racial traits, i believe (ie, -4 to resist, +4 to damage). That said, EW is only a -1 point trait, AND it's 'always on'--not something you can shut off by no longer using a given power. If the dragon is always vulnerable to fire, then THAT is a -1 racial trait.

Furthermore, the write-up as is gives them the ability to use the whirlwind power at range, which doesn't really fit the idea of "I become a living snowstorm".

My advice:





Write-up:
  • Snowstorm Transformation: In times of danger the Snow Lizard has the ability to transform into a blizzard of blowing snow the size of a large blast template. In this form, no physical or energy attack can harm him; with the exception of fire. The dragon can assume the form can create a movable cyclone of snow and wind that can scatter and disrupt his foes. The whirlwind is the size of a Large Burst Template. The whirlwind IS the dragon, and thus moves at his own Pace, and can only affect targets it passes over. Transforming into it takes one full round (two if indoors), and no other actions are allowed. This form cannot be assumed in hot or dry climates at all. The dragon is immune to all physical damage in this form, except fire-based attacks affect it normally, whether magical or not (and do not have to be MDC). Anyone touched by the whirlwind must make a Strength roll or be Knocked Prone. If the target's Strength die is a 1 he is also Shaken.
Point Breakdown 3
Whirlwind (2) + Intangibility (5) + Contingent (-1) + Power Negation - Hot/Dry environments (-2) + Limitation - No Range (-1) = 3 points.
Then give them the following racial advances:

Enhanced Transformation: The dragon's snowstorm form now covers a Large Burst Template.

You could even do another advance to gain the "Twister" Modifier to the Whirlwind, if you wanted.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: Dragon Variant: Snow Lizard Dragon

Post by Ndreare »

The character using Intangibility in your build cannot affect the physical world while remaining intangible. Without Phase +5, the character simply waste his action to become intangible and the storm looks pretty, but affects nothing.
This is a common game balance mechanic in every point based game. Usually with a work around such as +200% in GURPS, +2 in HERO, or +5 in Savage Worlds. It definitly needs to be included when assessing the strength of an ability.
Super Powers Companion 2 wrote: Intangibility makes the character unable to affect or be affected by physical and energy attacks or objects. The super can walk through walls or other barriers but cannot affect the physical world while intangible.
Legal Work Around wrote: • Phase (+5): The character can phase in long enough to take a single action (such as an attack) and immediately phase back out again. This requires a single Spirit roll to successfully phase in and phase back out (or vice-versa). An opponent can hit the character while solid by being on Hold and interrupting his action.
So with that in mind how about. Even so this still allows the character the impunity and unlike the official Savage Worlds power does not allow a character to go on hold to attack the character during his flash of solidity which is normally inherent to Intangibility+Phase.

Write-up:
  • Snowstorm Transformation: In times of danger the Snow Lizard has the ability to transform into a blizzard of blowing snow the size of a large blast template. In this form, no physical or energy attack can harm him; with the exception of fire. The dragon can assume the form can create a movable cyclone of snow and wind that can scatter and disrupt his foes. The whirlwind is the size of a Large Burst Template. The whirlwind IS the dragon, and thus moves at his own Pace, and can only affect targets it passes over. Transforming into it takes one full round (two if indoors), and no other actions are allowed. This form cannot be assumed in hot or dry climates at all. The dragon is immune to all physical damage in this form, except fire-based attacks affect it normally, whether magical or not (and do not have to be MDC). Anyone touched by the whirlwind must make a Strength roll or be Knocked Prone. If the target's Strength die is a 1 he is also Shaken.
Point Breakdown 8
Whirlwind (2) + Intangibility (5) + Phase (+5) + Contingent (-1) + Power Negation - Hot/Dry environments (-2) + Limitation - No Range (-1) = 3 points.
Then give them the following racial advances:

Enhanced Transformation: The dragon's snowstorm form now covers a Large Burst Template.

You could even do another advance to gain the "Twister" Modifier to the Whirlwind, if you wanted.[/quote]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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High Command
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Re: Dragon Variant: Snow Lizard Dragon

Post by High Command »

Here is the full palladium text.
Snowstorm
Snowstorm Transformation: In times of danger the Snow Lizard has the ability to transform into a blizzard of blowing snow the size of a large blast template. In this form, no physical or energy attack can harm him; ith the exception of fire, which does double damage. No locked door can bar his way and the dragon can slip through the tiniest crack or keyhole. Although the Snow Lizard Hatchling cannot physically attack, communicate, cast magic, manipulate anything asround him or even use his psychic powers as a snowstorm, the dragon can hear and see events around him as if he was still in his normal form. Of course, the dragon can reform with a thought. As the blowing snow, the hatchling moves with a maximum speed of 20 mph and the sound of the blowing snow makes stealth impossible unless out in a real storm. Using the Snowstorm as an attack, everyone caught in the storm (roughly a 20 foot radius) feel cold and visibility is reduced by half and victims are -1 to initiative, -2 on perception rolls, and have to shout to hear. The storm also reduces radio transmission by half its normal range. Damage is only 1d4 SDC per round
A few points - I look to have used the wrong base power in whirlwind. What it is is an obscuring field, with blizzard trappings, so it also affects radio signals. The obscuring field would not require any interaction with the targets. Also, the intangibility has a weakness/vulnerability to fire. Point of fact, the dragon itself does not. Thoughts?
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Freemage
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Re: Dragon Variant: Snow Lizard Dragon

Post by Freemage »

Okay, gimme a bit, here (Work In Progress).

First off: I see your point about Phasing, RFT, but unfortunately, that mechanic doesn't fit much better than ignoring the limitation on the power in the first place. After all, using the Phasing mechanic, the snowstorm would literally need to be making a Spirit roll every round in order to do anything other than be there (and in fact, it wouldn't even be a snowstorm when not making that roll, since it wouldn't be a wind at all). Furthermore, with the successful spirit roll, it would be able to affect the physical world normally--meaning it could shift into dragon form, strike and dissipate again in a single round. This is very much NOT what the power allows for. Instead, it permits a single form of affecting the real world (as a storm) while otherwise limited as per the usual restrictions on Intangibility (for instance, the snowstorm-form cannot use Psionics or Magic). To me, that suggests that instead of Phasing, the blizzard power is really a modifier to the Intangibility Power--instead of the broad applicability of Phasing, this is a highly limited form of interaction with the physical world.

Snowstorm Transformation: In times of danger the Snow Lizard has the ability to transform into a blizzard of blowing snow the size of a large blast template. In this form, no physical or energy attack can harm him; with the exception of fire (which affects him as it would any other target, and in this form, the dragon has neither armor nor MDC status). The dragon can assume the form can create a movable cyclone of snow and wind that can scatter and disrupt his foes. This storm is treated as a Knock Prone Push Maneuver against anyone caught inside it, with a Strength of d12. It also provides an obscurement penalty of -22 to anyone caught within it.
Power Cost 5
Intangibility (5) + Power Negation (Hot/Dry Environments) (-2) + Matter Control - Blizzard (4) + Contingent - Intangibility (-1) + Limitation - storm effects (-1) = 5
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: Dragon Variant: Snow Lizard Dragon

Post by Pender Lumkiss »

How is this not a shapechange into a swarm?
Swarm: Parry +2; Because the swarm is composed of scores, hundreds, or thousands of creatures, cutting and piercing weapons do no real damage. Area-effect weapons work normally, and a character can stomp to inflict his damage in Strength each round. Swarms are usually foiled by jumping in water (unless they are aquatic pests, such as piranha).

I think swarm would be the way to go, it seems to translate alot of what PR has.
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Re: Dragon Variant: Snow Lizard Dragon

Post by Freemage »

Pender Lumkiss wrote:How is this not a shapechange into a swarm?
Mainly, I think, in that a swarm is still vulnerable to all area attacks--a missile, a grenade, a Zapper's lightning aura, etc. The snowstorm, OTOH, is meant ot be affected only by fire (but, if I understand it correctly, could be hurt by someone with a torch swinging at it).
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: Dragon Variant: Snow Lizard Dragon

Post by Pender Lumkiss »

Seems awefully close. Couldn't we apply some kind of trapping like +4 armor vs area effect attacks, and fire acts as a dispel?
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Re: Dragon Variant: Snow Lizard Dragon

Post by Freemage »

Pender Lumkiss wrote:Seems awefully close. Couldn't we apply some kind of trapping like +4 armor vs area effect attacks, and fire acts as a dispel?
Given the fact that most rockets, for instance, have absurdly high AP, I don't see this as actually doing much more than reducing the number of wounds taken from a hit.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: Dragon Variant: Snow Lizard Dragon

Post by Ndreare »

High Command wrote:Here is the full palladium text.
Snowstorm
Snowstorm Transformation: In times of danger the Snow Lizard has the ability to transform into a blizzard of blowing snow the size of a large blast template. In this form, no physical or energy attack can harm him; ith the exception of fire, which does double damage. No locked door can bar his way and the dragon can slip through the tiniest crack or keyhole. Although the Snow Lizard Hatchling cannot physically attack, communicate, cast magic, manipulate anything asround him or even use his psychic powers as a snowstorm, the dragon can hear and see events around him as if he was still in his normal form. Of course, the dragon can reform with a thought. As the blowing snow, the hatchling moves with a maximum speed of 20 mph and the sound of the blowing snow makes stealth impossible unless out in a real storm. Using the Snowstorm as an attack, everyone caught in the storm (roughly a 20 foot radius) feel cold and visibility is reduced by half and victims are -1 to initiative, -2 on perception rolls, and have to shout to hear. The storm also reduces radio transmission by half its normal range. Damage is only 1d4 SDC per round
A few points - I look to have used the wrong base power in whirlwind. What it is is an obscuring field, with blizzard trappings, so it also affects radio signals. The obscuring field would not require any interaction with the targets. Also, the intangibility has a weakness/vulnerability to fire. Point of fact, the dragon itself does not. Thoughts?
Reading this it sounds to me like you really just have Intangible with some trapping. The dragon is the same size and makes looking noses that obscure senses.
The 1d4 sdc really means nothing in Rifts.

Snow Storm: Intangible, -1 Very Loud, causes -1 to all notice rolls even the dragons own. Trapping grows to LBT in size, pushes paper and stuff. -6 To stealth.
I would consider the loud noises -2 complication for 3 points
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Dragon Variant: Snow Lizard Dragon

Post by Pender Lumkiss »

Freemage wrote:
Pender Lumkiss wrote:Seems awefully close. Couldn't we apply some kind of trapping like +4 armor vs area effect attacks, and fire acts as a dispel?
Given the fact that most rockets, for instance, have absurdly high AP, I don't see this as actually doing much more than reducing the number of wounds taken from a hit.
Wouldn't rockets hurt them anyways. Not that i have ever seen a rocket in real life, but in movies the explosions seem very fire like to me. But I get your point, it lacks cannot be harmed by physical or energy area attacks.

Well I voted needs work, I am a bit unclear what direction we are going with the snow storm. But I will vote no if it comes with an obscurement penalty of -22. :lol:
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Re: Dragon Variant: Snow Lizard Dragon

Post by Ndreare »

The majority of the destructive force in an explosion is compression waves (physical kinetic energy).
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Dragon Variant: Snow Lizard Dragon

Post by Pender Lumkiss »

RFT wrote:The majority of the destructive force in an explosion is compression waves (physical kinetic energy).
51% or more like 99.99%? I am just curious about it.
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Re: Dragon Variant: Snow Lizard Dragon

Post by Ndreare »

Pender Lumkiss wrote:
RFT wrote:The majority of the destructive force in an explosion is compression waves (physical kinetic energy).
51% or more like 99.99%? I am just curious about it.
This depends on the source of the explosion. For example for Steam releases we are looking at 100% kinetic energy (physical) damage to equipment and personnel, while with hydrocarbons it varies by carbon range (and in small consideration chain form). So say something like C1 through C5 (ethane, methane, butane, propane, and pentane) you are looking at something like 1E-5 heat energy damage (1 in 10,000), with the remainder as kinetic (9,999 in 10,000). While at the higher end such as C25 or heavier you are looking at as much as 2.5E-1 (1 in 4 of the resultant damage as kenetic) from the initial event.

(Note: We use ISO, ASME and API standards as I am not a physicist and when you ask the ones that work for shell they want to give you a ten minute answer full of disqualifies about ambient environmental pressure, the style of carben bond such as if it is an olefin or not because it matters if it is a propylene or a propane. But in real life no-one cares as it is marginal at best.)

But normally after the initial explosion there are residual fires that will cause much more significant damage.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Dragon Variant: Snow Lizard Dragon

Post by High Command »

So I agree that we're looking at a snow storm trapping that gives a negative to Visual and Auditory based checks (Notice, shooting, etc) while in the field. Note those would not affect the Dragon at all, per the description. I think a massive penalty to Stealth is very appropriate. Now that I think of it, it's basically the Vampiric turn into mist, but with snow storm trappings.

Another aspect I missed, they are not slowed by difficult terrain if its from slippery ice or deep snow. Is that an edge?
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Re: Dragon Variant: Snow Lizard Dragon

Post by Freemage »

High Command wrote:So I agree that we're looking at a snow storm trapping that gives a negative to Visual and Auditory based checks (Notice, shooting, etc) while in the field. Note those would not affect the Dragon at all, per the description. I think a massive penalty to Stealth is very appropriate. Now that I think of it, it's basically the Vampiric turn into mist, but with snow storm trappings.

Another aspect I missed, they are not slowed by difficult terrain if its from slippery ice or deep snow. Is that an edge?
Heh. It's one of the Trappings under Cold, actually. As a Racial Ability, I'd include that to resistance to environmental effects, really.
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Re: Dragon Variant: Snow Lizard Dragon

Post by Venatus Vinco »

Late to the party but can we use the mega version of obscure?
.The reverse of the power, obscure, creates a–6 obscurement penalty of the same size (LBT) lasting for 3 (1/round).
Greater obscure expands the effect of obscure to the caster’s Smarts in radius, and he is automatically immune to the power’s effects.
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Re: Dragon Variant: Snow Lizard Dragon

Post by Ndreare »

That would be way too large. The original text has it as a 20' radius. That is about the same as a LBT. And about half the size of the average Greater Obscure based on d8 smarts.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Dragon Variant: Snow Lizard Dragon

Post by Ndreare »

Snowstorm Original Source Text
Snowstorm Transformation: In times of danger the Snow Lizard has the ability to transform into a blizzard of blowing snow the size of a large blast template. In this form, no physical or energy attack can harm him; ith the exception of fire, which does double damage. No locked door can bar his way and the dragon can slip through the tiniest crack or keyhole. Although the Snow Lizard Hatchling cannot physically attack, communicate, cast magic, manipulate anything asround him or even use his psychic powers as a snowstorm, the dragon can hear and see events around him as if he was still in his normal form. Of course, the dragon can reform with a thought. As the blowing snow, the hatchling moves with a maximum speed of 20 mph and the sound of the blowing snow makes stealth impossible unless out in a real storm. Using the Snowstorm as an attack, everyone caught in the storm (roughly a 20 foot radius) feel cold and visibility is reduced by half and victims are -1 to initiative, -2 on perception rolls, and have to shout to hear. The storm also reduces radio transmission by half its normal range. Damage is only 1d4 SDC per round


Snow Storm: Intangible, Very Loud, causes -2 to all notice rolls in a 4" diameter (except the dragons). The roar of the storm is so loud the character finds stealth is impossible. In this Intangible State the character ignores all terrain modifiers.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Dragon Variant: Snow Lizard Dragon

Post by High Command »

sweet, add in a vulnerability to fire and we're golden. Thanks!

Damn, that's going to be like 1 or 3 after the drawbacks.
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Re: Dragon Variant: Snow Lizard Dragon

Post by Ndreare »

Okay, how about this?



Snow Storm: Intangible, Very Loud, causes -2 to all notice rolls in a 4" diameter (except the dragons). The roar of the storm is so loud the character finds stealth is impossible. In this Intangible State the character ignores all terrain modifiers. While in this form the dragon becomes vulnerable to fire and heat based attacks suffering +4 damage or -4 to rolls versus such attacks.

Game Mechanics While this is 5 points, I think the hard numbers are misleading and would consider it fairly balanced with the loss of flight.
  • Intangibility (5-1-1=3): Vulnerability is Fire/Heat, Limitation (Minor): Susceptibility to Fire & Heat -1, Limitation (Minor): Stealth become Impossible -1.
    Energy Control (5-3=2): Limitation (Major): Only to create obscuring snow storm -2, Contingent on Intangibility -1
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Dragon Variant: Snow Lizard Dragon

Post by Pender Lumkiss »

Snowstorm: could it just be a snow swarm that only be damaged by fire?
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Re: Dragon Variant: Snow Lizard Dragon

Post by High Command »

It does literally no damage, so swarm is not the right thing to use. They are quite literally doing a snowy version of vampiric turn to mist, except they are vulnerable to fire in that form.

Though I think Rob hit the nail on the head after rereading it.
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Re: Dragon Variant: Snow Lizard Dragon

Post by Pender Lumkiss »

High Command wrote:It does literally no damage, so swarm is not the right thing to use. They are quite literally doing a snowy version of vampiric turn to mist, except they are vulnerable to fire in that form.

Though I think Rob hit the nail on the head after rereading it.
Can we then please use a different word than storm. Maybe drizzle, flurry, light snow fall. When Insee the word storm I think of a ragining storm. :D
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Re: Dragon Variant: Snow Lizard Dragon

Post by High Command »

Pender Lumkiss wrote:
High Command wrote:It does literally no damage, so swarm is not the right thing to use. They are quite literally doing a snowy version of vampiric turn to mist, except they are vulnerable to fire in that form.

Though I think Rob hit the nail on the head after rereading it.
Can we then please use a different word than storm. Maybe drizzle, flurry, light snow fall. When Insee the word storm I think of a ragining storm. :D
What would you call 20 mph winds where none existed a moment ago? With heavy snow being driven in said winds no less?
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Dragon Variant: Snow Lizard Dragon

Post by Ndreare »

What is the current version of this being voted on?

Or will a new post be made that puts it all in one spot?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Dragon Variant: Snow Lizard Dragon

Post by High Command »

Editted version is in initial post - let me know if there are any further edits needed.
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"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Dragon Variant: Snow Lizard Dragon

Post by Pender Lumkiss »

Snowstorm: intangability looks good. I would like to point out while intanfable you cannot effect the ohysical realm imposing negatives on sight and hearing based rolls does just that. I do not see that accounted for in your calculation.

Can we have some kind of racial edge that gets the visual and notice up to a -6?
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Re: Dragon Variant: Snow Lizard Dragon

Post by High Command »

Snowstorm Transformation: In times of danger the Snow Lizard has the ability to transform into a blizzard of blowing snow 4" in diameter. In this form, no physical or energy attack can harm him; with the exception of fire. The dragon can assume the form can create a movable storm of snow and wind that can confuse and hinder his foes, causes -2 to all visual and hearing based rolls in a 4" diameter (except the dragon's). This also includes radio waves and most sensors. The roar of the storm is so loud the character finds stealth is impossible. In this Intangible State the character ignores all terrain modifiers. While in this form the dragon becomes vulnerable to fire and heat based attacks suffering +4 damage or -4 to rolls versus such attacks.
  • SPC Cost:Intangibility (5-1-1+5-5=3): Vulnerability is Fire/Heat, Limitation (Minor): Susceptibility to Fire & Heat -1, Limitation (Minor): Stealth become Impossible -1, Phasing (+5) Limitation (only for Energy Control) -5.
    Energy Control (5-3=2): Limitation (Major): Only to create obscuring snow storm -2, Contingent on Intangibility -1; This replaces Flight.
Abilities available upon advancement
  • Heavy Snowstorm: (Available at Seasoned) Due to an increase in the wind speed and how much colder it is, the storm's penalty to visual and audio based trait checks increases to -4.
  • Blizzard: (Available at Veteran) Due to an increase in the wind speed and how much colder it is, the storm's penalty to visual and audio based trait checks increases to -6.
  • Quick Blast: (Available at Veteran) With practice, the Dragon can form just enough of themselves to let loose with their Icy Breath once per round. This requires a single Spirit
    roll to successfully phase in and phase back out (or vice-versa). An opponent can hit the character while solid by being on Hold and interrupting his action.
    • SPC Cost for Phasing changes to: +5-2 (only icy breath and environmental control) -1 not available till Veteran=2 (an edge) Cost born by advance.
  • Quick Strike: (Available at Veteran; Prerequisite: Quick Blast) The dragon can phase in long enough to take any single action (such as an attack or power, not just a breath attack) and immediately phase back out again. This requires a single Spirit roll to successfully phase in and phase back out (or vice-versa). An opponent can hit the character while solid by being on Hold and interrupting his action.
    • SPC Cost for Phasing changes to: +5-1 not available till Veteran -2 (prerequisite) = 2 (an edge) Cost born by advance.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Dragon Variant: Snow Lizard Dragon

Post by Pender Lumkiss »

Looks good.
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