kidemonas (SWADE) - Ready for review
Posted: Fri Feb 14, 2020 4:00 pm
Kidemonas
Rank: Veteran 2 Advances Left: 0
Race: Great Horned Dragon
Iconic Framework: Great Horned Dragon
Attributes: Agility d6, Smarts d8 (+2), Spirit d6, Strength d12+6 (+7), Vigor d10 (+2/+4)
Pace: 6/12; Parry: 10 (2); Toughness: 49 (26) or 19 (8) in human form
Skills:
Hindrances
DRAGON HATCHLING ABILITIES AND BONUSES
These cousins to the Flame Wind dragons tend to be more intellectually developed and possess greater arcane potential than most hatchlings. Great Horned dragons, of course, grow impressive horns and have a thick hide, even for a dragon. Their hides are typically light to dark browns and other earthy colors.
DRAGON HATCHLING COMPLICATIONS
For all their power, Dragon Hatchlings begin life with a number of limitations and difficulties.
Edges and Iconic Abilities
Education, Psionics, and Training
Rank: Veteran 2 Advances Left: 0
Race: Great Horned Dragon
Iconic Framework: Great Horned Dragon
Attributes: Agility d6, Smarts d8 (+2), Spirit d6, Strength d12+6 (+7), Vigor d10 (+2/+4)
Pace: 6/12; Parry: 10 (2); Toughness: 49 (26) or 19 (8) in human form
Skills:
- Athletics d8 (2)
- Common Knowledge d4
- Fighting d10 (+2 unarmed) (6)
- Notice d4 (+2)
- Occult d4 (1)
- Persuasion d4 -2
- Psionics d4 (0)
- Spellcasting d8 (3)
- Stealth d4
Hindrances
- Heroic (Major): Feels he is a true hero, of course the best hero, and will always help those in need.
Greedy (Minor): All dragons should have a hoard and Kidemónas sees no reason for that not to include him.
Center of Attention (Minor): You would do anything to be the most beautiful, most admired, center of everyone’s attention. It greatly bothers you to be overlooked. You would never do anything to risk compromising your charm and beauty, such as crossing muddy swamps or dressing like a beggar. As a Minor Hindrance, your selfish behavior does not threaten those around you; you may be selfish and stubborn, but can still be coerced to performing a task.
Ruthless (Minor): The events and losses in the battle against death have shaped and changed Kidemonas. His empathy has been damaged as he has grown more ruthless and willing to do what is needed to succeed.
DRAGON HATCHLING ABILITIES AND BONUSES
These cousins to the Flame Wind dragons tend to be more intellectually developed and possess greater arcane potential than most hatchlings. Great Horned dragons, of course, grow impressive horns and have a thick hide, even for a dragon. Their hides are typically light to dark browns and other earthy colors.
- Armored Hide*: Great Horneds have +22 MDC Armor and +6 Toughness in dragon form, in addition to Size bonuses..
- Bite/Claws*: Dragons can naturally attack with massive teeth and talons dealing Str+3d4 Mega Damage, AP equal to Size, see Natural Weapons in Savage Worlds. In addition, their bite has Reach equal to the additional Wounds granted by Size.
- Expanded Awareness: Dragons have the detect arcana power as an Innate Ability (see page 70) with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They may also sense supernatural beings within line of sight with a Notice check.
- Fear*: Hatchlings are terrifying creatures and cause Fear checks to all who see them.
- Flame Breath*†: A Great Horned Hatchling in its natural form can breathe flame in a Cone Template dealing 3d6 Mega Damage (4d6 with a raise). This may be Evaded as normal (see Breath Weapons in Savage Worlds).
- Flight*: The Hatchling has a Flying Pace of 12" and may "run" for extra movement as usual. Flight is usable in another form if it has wings.
- Horned: True to their namesake, these dragons have massive horns on their skull which deal the same damage as their Claw/Bite as a Natural Weapon, and +4 damage and +4 AP at the end of one Fighting action in which they Run, move at least 5″ (10 yards), and successfully hit.
- Infravision: Dragons halve penalties for bad lighting when attacking targets that radiate warmth.
- Inherently Magical: Great Horneds know no magic spells, but have a natural pool of 15 PPE and can use Techno-Wizardry gear. Those who take an Arcane Background add this starting PPE to any gained from the Edge. Additionally, whenever they take the Power Points Edge, they gain +10 PPE instead of +5.
- Limited Metamorphosis: A dragon begins life able to adopt a single human or humanoid form for a limited amount of time each day. He can maintain this form for a number of hours equal to his Spirit die before needing at least six hours of rest. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in dragon form (marked with an *). Weapons and other personal effects (up to Body Armor) are assumed into the dragon’s form and reappear when returning to humanoid form. Any other objects are dropped. The process does not work in reverse; all gear carried by the dragon is dropped when transforming into humanoid form.
- Major Psionic: In addition to the standard Dragon Hatchling minor psionic abilities, Great Horneds begin play with the Major Psionic Edge; increase their ISP to 20 as normal. - Double ISP and Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
- Mighty†: Even Hatchlings are incredibly strong and resilient, Great Horned hatchlings
- are mighty in both body and intellect. Begin with Strength d12+4, Vigor d8, and Smarts d6. Neither strength nor vigor attribute has a maximum limit.
- Minor Psionic: Dragons begin with Arcane Background (Psionics), 20 ISP, Psionics d4, speak language and two other powers chosen from the standard psionic power list on page 122.
- Nigh-Immortality: Dragons are supernatural creatures thought to be as old as the cosmos itself. Hatchlings mature around 600 years of age and, unless killed, can live up to 12,000 years. They are sustained by passively and effortlessly absorbing ambient magic energy, eating and drinking simply for pleasure. Dragons are immune to the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation; see Hazards in Savage Worlds.
- Resistant to Fire and Cold†: Take − 4 damage from heat and cold attacks.
- Size 6 (Large)*: In their natural forms, Dragon Hatchlings are usually 15 –20 feet from snout to tail-tip and weigh up to 7 tons. This means Hatchlings gain a fourth Wound level and, when not using their Metamorphosis abilities, +6 Toughness (in addition to the Armored Hide bonus).
- Slow Regeneration: Dragons make a natural healing roll once per day. Permanent injuries may be recovered once all Wounds are regenerated; treat each injury as an additional Wound for purposes of recovery.
- Tail Lash*: A Hatchling in dragon form can attack all opponents adjacent to its rear or side as an action. The Hatchling uses its Athletics skill and ignores Scale penalties for this particular attack, which may be Evaded. Those who fail suffer Str+d8 Mega Damage.
DRAGON HATCHLING COMPLICATIONS
For all their power, Dragon Hatchlings begin life with a number of limitations and difficulties.
- Cybernetics: Dragons cannot take cybernetics at any point. Their bodies reject such foreign implants.
- Enemies: Dragons are reviled by the Coalition, and hunted with extreme prejudice by CS forces when possible. In addition, many arcane factions seek to control dragons or use their body for the creation of powerful items.
- Form Limits: If a dragon transforms into a humanoid race with a restriction based on its body type (such as Non-Standard Build, s ee p age 5 7), it suffers the same penalties as that race. The GM makes the final call on what counts as a body type restriction. In their natural form, dragons cannot wear any armor and can only use vehicular weapons specially adapted for their use at four times the normal cost. Most other gear can only be used in humanoid form (again, GM’s call).
- Hatched: Dragons are born not made. They do not choose a race.
- Outsider (Major): Dragon Hatchlings understand so little of the world, they inevitably cause socially awkward situations wherever they go, even in humanoid form. All Dragon Hatchlings have the Outsider (Major) Hindrance.
- Territorial: Dragons tend to dislike their own, at least initially. Dragons are hierarchical and generally treat newcomers as invading their territory unless great care is taken in interactions.
- Untested: Being so young and without any life experiences, Dragon Hatchlings have not had time to develop moral codes, physical limitations, or foibles. When creating a Dragon Hatchling character, the player selects no Hindrances to start (and, thus, doesn’t get the extra points to spend on character creation). Instead, he selects one Hindrance at the end of each session until he has four points worth of Hindrances. Only when all Hindrances are selected may the player spend the points on his character, working out what is appropriate with the Game Master. This represents imprinting and a “growth spurt” for the Dragon Hatchling.
- Very Young: Dragon Hatchlings start out very young. They begin play speaking and reading only one language, Dragonese/Elven, and start with only 3 points to adjust their attributes and only 10 skill points. Unlike the Young Hindrance (which they cannot take), this complication does not grant extra Bennies each session.
Edges and Iconic Abilities
Education, Psionics, and Training
- Hero’s Journey Training (4-5): Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge, or Martial Warrior, if he already had Martial Artist.
- - Martial Artist: Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks (or increase die a step if you already have it).
- Hero’s Journey Training (4-5): Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge, or Martial Warrior, if he already had Martial Artist.
- - Martial Warrior: Unarmed Fighting +2, increase damage die type a step.
- Arcane Background (Magic) (Novice 1): Gained Access to magic, 10 PPE and 3 spells.
- Stronger (Novice 2): Strength Raised to d12+5.
- Power Points (Novice 3): +10 PPE.
- Brute (Hindrance): Link Athletics to Strength instead of Agility (including resistance). Short Range of any thrown item increased by +1. Double that for the adjusted Medium Range, and double again for Long Range.
- Brawler (Hindrance): Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Martial Artist, Claws, or similar abilities.
- Dragon Sharp Horns† (Seasoned 1): The Great Horned dragons with this Edge add +4 AP to all attacks with their Claws, Horns, and their Tail Lash ability, which now deals the same damage as their Claws. (Total 4d12+5 AP 10 and 1d12+3d4+5 AP 10 respectively: +4 Damage with 5" charge)
- New Powers (Seasoned 2): gains two new powers
- Bruiser (Seasoned 3): Toughness raised +1, Damage increased a die type.
- Vigor d10 (Seasoned 4): Raised Vigor to d10.
- Dragon Fast Regeneration (Veteran 1): +2 to recover from Shaken, and may make a natural healing roll every round.
- Dragon Grows Larger (Veteran 2): The dragons size increases to 7, gains +1 die type strength, gains +1 toughness, and gains +4 armor.