Zaayr Crystal Dragon Hatchling

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Venatus Vinco
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Zaayr Crystal Dragon Hatchling

Post by Venatus Vinco »

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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Re: Zaayr Crystal Dragon Hatchling

Post by Ndreare »

This is perfect.

Thank you.
  • 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: Zaayr Crystal Dragon Hatchling

Post by Venatus Vinco »

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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Re: Zaayr Crystal Dragon Hatchling

Post by Ndreare »

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
  • 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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Hans Greuber
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Re: Zaayr Crystal Dragon Hatchling

Post by Hans Greuber »

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...
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
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Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
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Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
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    Huey*
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      Wounds: 0
    Dewey
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      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
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Ndreare
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Re: Zaayr Crystal Dragon Hatchling

Post by Ndreare »

So are we good to use this guy?
  • 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: Zaayr Crystal Dragon Hatchling

Post by Sgt 86Delta »

Looks pretty sound to me.
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Re: Zaayr Crystal Dragon Hatchling

Post by Snake Eyes »

I'm genning one for fun. Looks good, and I approve.
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