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 Zaayr Crystal Dragon Hatchling 
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Zaayr Crystal Dragon Hatchling
Zaayr are magical creatures seemingly made completely of solid crystal and pure magical energy. Even their wings, teeth and claws are made of crystal and their tongue and eyes of blue magic energy. Although hard like rocks their bodies are usually warm to the touch and they are beautiful to behold — like a living, moving sculpture.

The Zaayr are a dying species thought to be natives of the Astral Plane. The beautiful dragons have been hunted to near extinction because of their magical crystal hide. The dragon's crystal is a universal magic component of immense power and rarity. Zaayr Crystal can be substituted for quartz, diamond or virtually any gemstone required as a magical component for Techno-Wizard and Bio-Wizard devices to Alchemical creations.


Initial Abilities
  • 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).
  • Arcane Background Psionics (Iconic): Begins with Psionics d6, 3 powers and 10 ISP (20 total w/Denizens of the Astral Plane).
  • Laser Vision (Iconic): The Zaayr can shoot intense multi spectral light from its eyes at Range 12/24/48 and Damage 4d6 (Mega Damage), using their Shooting skill. This is a re-trapping
  • Fire Breath (Iconic): The Zaayr can breath a cone of intense blue flame doing 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. This is a re-trapping
  • Mental Resistance (Iconic): Replaces fire resistance. The Crystal dragon receives +4 versus all powers that target the mind.
  • Creatures of Crystal: Take half damage from normal and Mega-Damage lasers. This is a re-trapping
  • Spectral Vision (Iconic): Crystal Dragons can see in all spectrums. Halve the penalties for dark lighting against living targets. This is a re-trapping
  • Denizens of the Astral Plane (Iconic): Begin with the Major Psionics edge. However, cannot select AB Magic like other dragons.
  • 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. However unlike other dragons, no matter what other form the Zaayr takes on it will always be made of crystal. This is a re-trapping
  • 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.

Abilities available upon advancement
  • Master Psionics: The Crystal Dragon becomes a master psionic, gaining the Master of Psionic Edge, which grants Mega Powers for all known psionic abilities, and also gains the Rapid Recharge Edge. This Advance may be taken at Seasoned rank, ignoring normal requirements for the Edge.
  • Blazing Crystals: Zaayr Can reflect light in such a way as to become a blinding, sparkling area of light like a thousand mirrors in the sunlight acting as the deflection power (treat as greater deflection for lasers). Hatchlings can maintain such a field for a number of rounds equal to their Spirit, after which at least 10 minutes of rest are required before they can activate the effect again.

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Fri Feb 02, 2018 3:36 pm
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This is perfect.

Thank you.

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    +8 Players
    +2 Sidekicks
    -1 Extra Effort for Mind Control
    -1 Shabbat Soak roll (failed)
    -4 Mind Melter tickling the players with no real effect.
    -1 Soak Collision damage for clone

Shaintar Game Master Bennies 7/7


    Fri Feb 02, 2018 3:41 pm
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    You could probably add a Hunted or Enemy Complication related to the Splugorth and others who want to use their crystals. However, I would be loathe to add any benefit for it.

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    Fri Feb 02, 2018 5:58 pm
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    Venatus Vinco wrote:
    You could probably add a Hunted or Enemy Complication related to the Splugorth and others who want to use their crystals. However, I would be loathe to add any benefit for it.

    Complication hunted by every greedy person out there. Benefits games the rich Edge because they can chop off little bits and sell it. LOL

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    Shaping Worlds Together
    The 99's Game Master Bennies 3
      +8 Players
      +2 Sidekicks
      -1 Extra Effort for Mind Control
      -1 Shabbat Soak roll (failed)
      -4 Mind Melter tickling the players with no real effect.
      -1 Soak Collision damage for clone

    Shaintar Game Master Bennies 7/7


      Fri Feb 02, 2018 6:08 pm
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      RFT wrote:
      Venatus Vinco wrote:
      You could probably add a Hunted or Enemy Complication related to the Splugorth and others who want to use their crystals. However, I would be loathe to add any benefit for it.

      Complication hunted by every greedy person out there. Benefits games the rich Edge because they can chop off little bits and sell it. LOL


      Hans would NEVER do that...

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      Hans Greuber
      Main Character: Merlaggon
      PPE: 21 / 30
        Band of Healing: 1 / 10
        Band of Power: 1 / 10
        Wings of Icharus: 10 / 10
        Dreamtime: 2 / 5
      Active Powers:
      • Exalted Quickness. +2 to Pace and increase Agility one die type (d8), 2 turns per round, at 2 less MaP on each turn, redraw any initiative card of less than 8
      • Boost Knowledge (Computers) -> +4 dice (d12+1)

      OOC Comments
      Arcane Machinist Gadgets Left: 3/7
      Created Gadgets:
      • Quantum Resonance Translocator (Teleport - 15 PPE -> 0 PPE) - EMPTY
      • Gravametric Mental Force Redirector (Telekinesis - 20 PPE ->10 PPE)
      • Quantum Resonance Translocator (Teleport - 15 PPE)
      [*]Group Mind Re-Integrator (Boost/Lower Trait - 20 PPE -> 16 PPE)

      Armor: Dwarven Technosmith (TW) H-1 Combat Armor
      • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
      • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
      • 4 PPE per Hour to Charge
      • Strength d12+2

      Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
      • Damage: 3d8+5 AP6 MD.
      • Shots: 40/40
      • RoF: 1
      • Sound (Deafness) Trapping
      • +2 to Shooting

      Bennies: 2 / 3
      • +1 due Post Rate
      • -1 due Dramatic Scene to Save the Children in Jewel Finder
      • -1 due Extra Effort to Notice the GB's in Jewel Finder
        +1 due Pender Deleting Rolls in Jewel Finder
        -1 due Extra Effort in Quick Combat in Jewel Finder


      Toughness: 20 (11) / 13 (5); Parry: 4; Pace: 7 / (5)

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      Fri Feb 02, 2018 7:26 pm
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      So are we good to use this guy?

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      Shaping Worlds Together
      The 99's Game Master Bennies 3
        +8 Players
        +2 Sidekicks
        -1 Extra Effort for Mind Control
        -1 Shabbat Soak roll (failed)
        -4 Mind Melter tickling the players with no real effect.
        -1 Soak Collision damage for clone

      Shaintar Game Master Bennies 7/7


        Mon Feb 12, 2018 3:35 pm
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        Looks pretty sound to me.

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        Fri Mar 09, 2018 9:00 pm
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