HJ Rolls (1, +3 Rob)
: Some powers become second-nature to the psionic. When he successfully activates boost Trait
, he gains the raise effect automatically
: Professional Edge: Adept (Psionics)
Magic & Mysticism
: Some battles are lengthy affairs, and the magic user playing the long game will win
in the end. Begin with the Concentration Edge.
Magic & Mysticism
: Magic users benefit from a variety of spells. Your hero gains the New Powers
*: The Hatchling has +18 MDC Armor and +6 Toughness in
dragon form (plus the Size bonus).
*: 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 (one at Size Large).
: Royal Frilled dragons hatch from the egg already slightly strange. Take the Arrogant, Curious, Suspicious (Major) or Vengeful (Major) Hindrance for no added benefit; this has no effect on the dragon’s Untested complication.
: Detect Arcana as Innate ability with reduced PP cost
from Range (Self) and Aspect limitations. May sense supernatural beings within
line of sight with a Notice check.
: May maintain metamorphosis of a single
humanoid form for hours equal to 3x Spirit before needing 6 hours of rest.
Metamorphosis Form = Oni, Size +1
: Celestial Dragons instill Fear in all creatures. First encounter requires
a Fear check.
: Celestial Dragons may fly at Pace 12" and may "run" for extra
movement. When in space (out of atmosphere/gravity well of a planet or moon),
Celestial Dragons can move at light speed; too slow for interstellar travel, but
interplanetary travel within a system is a matter of minutes at most.
: Dragons halve penalties for bad lighting when attacking
targets that radiate warmth.
: Begin with AB: Magic, 20 PPE, Spellcasting d4, and
3 LLW powers. Gain +10 PPE from PP Edge.
: Celestial dragon claws are especially large and sharp, gaining
: RF begin with AB: Psionics, 20 ISP, Major Psionic edge,
Psionics d4, Speak Language, and two other powers; one from minor Psi list,
one from Mind Melter list.
: Begin with Strength d12+3, Vigor d10
: Hatchlings mature around 600 years of age and can
live up to 12,000 years. Immune to Hazards of cold, heat, hunger, thirst,
disease, poison, drowning, electricity, and radiation.
Resistant to Fire & Cold
: -4 damage from all heat and cold based attacks
Size 6 (Large)
: Hatchlings gain a 4th Wound level and add +6 Toughness
when in dragon form (in addition to Armored Hide)
: May make a natural healing roll 1x / day. Permanent
injuries recover once all Wounds are regenerated. Treat each Injury as an
additional Wound for purposes of recovery.
: Athletics skill to attack all enemies adjacent to the rear or
side, ignoring Scale penalties for this attack. This attack may be Evaded with
an Agility -2 roll. Those who fail suffer Str + d8 MD.
: May breathe a purple cloud of poison in a cone, or arc a
MBT cloud up to 18" distant. Those caught in the area without independent air
supply must check Vigor at -2 or be Incapacitated for d4 minutes, double with
: Dragons cannot take cybernetics at any point. Their
bodies reject such foreign implants.
: 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.
: If a dragon transforms into a humanoid race with a
restriction based on its body type (such as NonStandard Build, see page 57), 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).
: Dragons are born not made. They do not choose a race.
: 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.
: 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.
: 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.
: 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.
(Core Skills, Psionics/Spellcasting d4 racial, 10 CP)
Athletics d4 free
Common Knowledge d4 free
Notice d4 free, 1 CP = d6
Persuasion d4 free
Stealth d4 free
Psionics d4 free, 2 CP = d8
Spellcasting (d4 free, 3 CP) = d10
Fighting 1 CP = d4
Occult 3 CP = d8
- Hind: d6 Spirit, d6 Agility
N1: Power Points Edge (Magic)
N2: Smarts d12
N3: Twin Soul Edge
S1: Dragon Master Psychic
S2: Master of Magic
S3: Power Points Edge (Magic)