Malaetheryan - Celestial Dragon

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Malaetheryan
Posts: 21
Joined: Sun Mar 08, 2020 2:14 am

Malaetheryan - Celestial Dragon

Post by Malaetheryan »

Player Name: Freemage
Google Handle: Soren
Malaetheryan
Rank: Seasoned 3
Race: Celestial (Re-trapped Royal Frilled)
Iconic Framework: Dragon Hatchling
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d12+3, Vigor d10
Pace: 6"/Fly 12"; Parry: 4; Toughness: Dragon: 36 (18)/Oni: 21 (7); Size: Dragon: 6 (+2)/Oni 1 (0)
Skills: (10 + Core + Psionics d4 + Spellcasting d4)
  • Athletics d4
  • Common Knowledge d4
  • Notice d6
  • Persuasion d4
  • Stealth d4
  • Psionics d8
  • Spellcasting d12
  • Fighting d4
  • Occult d10 (Scholar +2)

    .
Hindrances
  • Tongue-Tied (Major): Tends to go off on long-winded tangents when trying to make a point; suffers a −1 penalty to Intimidation, Performance, Persuasion, and Taunt rolls that
    involve speech.
  • Thin-Skinned (Minor): -2 to resist Taunt Tests
  • Loyal (Minor): My brothers!
  • Curious (Racial): What does this button do?
  • Major Outsider (Racial): Persuasion -2
    .
Edges
  • AB: Magic (Racial): 20 PPE (growth/shrink, puppet, dispel)
  • AB: Psionics (Racial): 10 ISP (speak language, boost Trait, speed
  • Adept: Psionics (HJ): One Power/Rank is Innate/Self-Only (boost Trait, speed)
  • Concentration: Magic (HJ): Spells have double duration
  • New Powers Edge: Magic (HJ): elemental manipulation, stun
  • Major Psionic: Double ISP (to 20), may spend ISP to boost Psionics roll
  • Power Points Edge: Magic (N1, S3): Total of +20 PPE
  • Twin Soul (N3): Perpetual mind link, infinite range. Share Powers: arcane protection, boost Trait, damage field, deflection, protection, smite, speed, and warrior's gift. Bond can be perceived with detect arcana -2 (no modifier with exalted detect arcana). Success perceives the bond, and target either target through the other. The bond mate with this Edge can also sense the general health and well being of the other with a Notice roll, as an action. On a raise, this gives precise information, such as wound and fatigue levels, infected or poisoned status, and shaken or stunned states.
  • Dragon Master Psychic (S1): Psionic Mega-Modifiers, speed Power
  • Master of Magic (S2): Magic Mega-Modifiers
Malaethryan
Seasoned Celestial Dragon Hatchling
OOC Comments
Agility d6, Smarts d12, Spirit d6, Strength d12+3, Vigor d10
Pace: 6"/Fly 12"; Parry: 4; Toughness: Dragon: 36 (18)/Oni: 21 (7); Size: Dragon: 6 (+2)/Oni 1 (0)
Skills:
Athletics d4; Common Knowledge d4; Notice d6; Persuasion d4; Stealth d4; Psionics d8; Spellcasting d10; Fighting d4; Occult d8
Edges:
AB: Magic/Psionics, Master of Magic, Dragon Psychic Master, Adept, Concentration, Twin Soul
Hindrances: Tongue-tied, Thin-Skinned, Loyal, Curious, Major Outsider
Natural Weapons/Attacks (Dragon Form):
Claws: Str+3d4 MD, AP 10
Bite: Str+3d4 MD, AP 6, Reach 1
Gear (Oni Form):
Juicer Titan Plate Heavy Armor Multi-Optics Helm, +1 Shooting, +2 Notice, Integrated Naruni Medium Force Field
TX-30 Ion Pulse Rifle: Range: 20/40/80; Damage: 1–3d10; RoF: 3; Shots: 50
Notes: Heavy Pulse (+1 Shooting/+3 Damage, 3 Shots); Shotgun Rules (+2 to hit)
Auracles of Spineas: +2 Visual Notice, farsight, darksight, exalted detect arcana
Powers:
Psionic (Adept): boost Trait (Auto-Raise); mind link; speak language; speed
Magic: dispel, growth/shrink, elemental manipulation, puppet, stun
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Malaetheryan
Posts: 21
Joined: Sun Mar 08, 2020 2:14 am

Re: Malaetheryan

Post by Malaetheryan »

Powers

Psionics
ISP: 20

Cosmic Glory (boost Trait, Auto-Raise)
ISP: 1; Range: 12"; Duration: 5
Success: +1 DT to Trait; Raise: +2 DT to Trait
Notes: May be cast as an Innate Power, Self Only Limitation (thus, -1 ISP cost)
Trapping: Meditating on an Idealized Self-image
MODIFIERS:
Hurry (+1): Target gains +2 Pace
Greater (+2): Target gains free Reroll with Trait once/Action)



Celestial Harmony (mind link)
ISP: 1; Range 12"; Duration: 30 Min
Special: No Roll/ISP/Range limits cost with Twinned Souls
Once linked, communication works for up to 1 mile (5 miles w/Raise)
Any linked Wounded, all others must roll Smarts or be Shaken
Trapping: Mentally erases the boundaries between himself and those he links to.
MODIFIERS:
Range (+1/+2): x2/x3 Range
Exalted (+2): Success: One-way broadcast of short message to all w/in 1 mile; Raise: 5 mile range
Telepathic Switchboard (+2): Up to 12 minds linked at once, all able to communicate at will

Star Traveler (speak language, Self Only)
ISP: 1; Duration: 10 Min
Success: Target reads/speaks/writes one additional language
Raise: Also may use and understand dialects
Trapping: Hum briefly, as voice attunes to the person being spoken to.
MODIFIERS:
None.

Tachyon Absorption (speed, Self/Innate)
iSP: 1 (one point of Modifiers for free); Range: 12"; Duration 5
Success: Double all Movement
Raise: May Run with no penalty on actions
Notes: May be cast as an Innate Power, Self Only Limitation (thus, -1 ISP cost)
Trapping: Psychically draw an infusion of tachyons, creating a temporal warp that makes him move faster. Accompanied by a blueshift effect.
MODIFIERS:
Hurry (+1): Target gains +2 Pace
Quickness (+2): Reduce MAP by 2
Exalted Quickness (+4): No MAP
Greater Speed: Success: Run Die is max value; Raise: Nimble (-1 to be hit by aware attacks, +1 to Evasion)

********************************************************

Magic
PPE: 40

Cosmic Presence (damage field)
PPE: 4; Range: 12"; Duration: 10
Success: All adjacent characters to target take 2d4 damage at the end of target's turn
Trapping: Violet field of cosmic radiation
MODIFIERS:
Damage (+2): 2d6 Damage
Armor Piercing (+1 to +3): The attack seeks out a foe’s exposed areas. Each
Power Point spent grants the power AP 2 (see page 65), to a maximum of AP 6.
Heavy Weapon (+2): The caster pours his energy into the attack, creating a focused blast. The attack counts
as a Heavy Weapon.
Hurry (+1): Target gains +2 Pace
Lingering Damage (+2): The target is hit by radiation sickness that continues to cause damage after
the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type
(one additional turn only). If hit with a 2d6 bolt, for example, the victim takes 2d4 damage at
the start of his next turn. If the base damage is already a d4 die type, it loses a die instead.
Range (+1/+2): x2/x3 Range
GREATER DAMAGE FIELD (+4): The damage field causes 3d6 Mega Damage.
RADIUS (+2): The caster may extend the damage field into a Small Blast
Template centered on herself, the caster is immune to her own damage field.
Selective (+1): When using Radius, can exclude targets within the field.

Sunder Arcanum (dispel)
PPE: 1; Range: 12"
Opposed Arcane Skill vs. targeted effect's caster
Success = Shut down Power; Raise = Distract recipient of dispelled effect
Spellcasting at -2 against other 'Arcane Backgrounds
Use as Counterspell if on Hold
Trapping: A series of slashing gestures, while using Draconic to "Unname" the spell
MODIFIERS:
Range (+1/+2): x2/x3 Range
Power (+1): Shut down magic item 1 rd w/Success; 2 rd w/Raise
Exalted (+2/+4/+6): Affect all effects within SBT/MBT/LBT
Selective (+1): AoE ignores some targets

Enlarge/Diminish (growth/shrink)
PPE: 2 per; Range: 12"; Duration: 10
Unwilling target opposes with Spirit
Every 2 PPE spent increases or decreases Size/Strength/Toughness by 1
Minimum Final Size -2; Minimum Strength d4; Minimum Toughness 2
Trapping: Hold up hands/claws to look like they're holding the target, then pull them apart or shrink them while speaking Draconic phrases.
MODIFIERS:
Fatigue (+2): Target suffers Vigor for duration of Power; no Incap
Hinder (+1): Target suffers -2 Pace
Hurry (+1): Target gains +2 Pace
Range (+1/+2): x2/x3 Range
Greater (+2): Duration is Minutes
Tiny Yet Mighty (+2): Shrink does not reduce Strength/Toughness
Scale ratings
Size--------Scale
-2________-2
-1 to 3____0
4 to 7_____+2
9 to 11____+4
12+______+6
Fundamental Alchemy (elemental manipulation)
PPE: 1; Range: 12"; Duration: 10
Success: Move chosen Element w/ Str d6; Raise: Str d8
Effects by Element:
AIR: Push someone, blow out torch, fan flame, cool someone down (+2 to Fatigue vs. oppressive heat)
EARTH: Move a square foot of earth (half that in stone) each round, cover tracks.
FIRE: Conjure torch flame, hurl blast of fire at target (Str damage), spread existing flame (page 127)
WATER: Conjure a quart of water (not “inside” objects or people), purify a gallon of water per casting.
Trapping: Flick a fleck of blood onto the element being manipulated; if creating the element outright, just flick the blood where the element is to appear. Command the blood in Draconic.
MODIFIERS:
Range (+1/+2): x2/x3 Range
Elemental Fury (+2): Effect harasses everyone in Range for Duration; Success = -1, Raise = -2 to all Trait rolls
Selective (+1): AoE ignores some targets
Exalted (+2): The elemental effect lashes out at the caster’s opponents. Once per round
the caster may use a free action to Test a target within Range using his arcane skill.
One With The Elements (+1): Duration is in Minutes

Celestial Dominion (puppet)
PPE: 3; Range: 12"; Duration: 10
Opposed by Spirit
Success: Target obeys any command other than harm self/allies
Raise: If ordered to harm self/allies, target gets Spirit roll to resist: TN 4 = ignore command, TN 8 = break free
Trapping: Speak the True Name of the species being targeted, then issue the command.
MODIFIERS:
Range (+1/+2): x2/x3 Range
Additional Recipients (+2): Each use adds one extra target
Hurry (+1): Target gains +2 Pace
Mind Control (+3): Spirit rolls to resist commands are at −2 (– 4 with a raise). If the caster has and uses mind
link
on the target, she may extend her control of him to any distance, even out of her sight.

Majestic Roar (stun)
PPE: 2; Range: 12"
Success: Target must roll Vigor or be Stunned; Raise: Vigor -2
Stunned = Distracted (-2), Fall Prone, no Move or Actions, subject to the Drop
Start of turn, Stunned character rolls Vigor; Success = Distracted + Vulnerable until end of next turn, Raise = Complete recovery
Trapping: A huge bellow, directed at the target, leaving them insensible for at least a moment.
MODIFIERS:
AoE (+2/+3): MBT/LBT
Range (+1/+2): x2/x3 Range
Greater: Vigor roll to resist is at additional -2

Song of War (warrior's gift)
PPE: 4; Range: 12"; Duration: 10
Success: Bestow a single Combat Edge of my Rank or less.
Raise: Gain "Improved" version of the same Edge.
Trapping: Call out to the spirits of warriors of a thousand thousand worlds to bestow their skills on the target.
MODIFIERS:
Additional Recipients (+2): Each use adds one extra target
Hurry (+1): Target gains +2 Pace
Range (+1/+2): x2/x3 Range
GREATER WARRIOR’S GIFT (+4): The recipient gains two Combat Edges at once.
Malaethryan
Seasoned Celestial Dragon Hatchling
OOC Comments
Agility d6, Smarts d12, Spirit d6, Strength d12+3, Vigor d10
Pace: 6"/Fly 12"; Parry: 4; Toughness: Dragon: 36 (18)/Oni: 21 (7); Size: Dragon: 6 (+2)/Oni 1 (0)
Skills:
Athletics d4; Common Knowledge d4; Notice d6; Persuasion d4; Stealth d4; Psionics d8; Spellcasting d10; Fighting d4; Occult d8
Edges:
AB: Magic/Psionics, Master of Magic, Dragon Psychic Master, Adept, Concentration, Twin Soul
Hindrances: Tongue-tied, Thin-Skinned, Loyal, Curious, Major Outsider
Natural Weapons/Attacks (Dragon Form):
Claws: Str+3d4 MD, AP 10
Bite: Str+3d4 MD, AP 6, Reach 1
Gear (Oni Form):
Juicer Titan Plate Heavy Armor Multi-Optics Helm, +1 Shooting, +2 Notice, Integrated Naruni Medium Force Field
TX-30 Ion Pulse Rifle: Range: 20/40/80; Damage: 1–3d10; RoF: 3; Shots: 50
Notes: Heavy Pulse (+1 Shooting/+3 Damage, 3 Shots); Shotgun Rules (+2 to hit)
Auracles of Spineas: +2 Visual Notice, farsight, darksight, exalted detect arcana
Powers:
Psionic (Adept): boost Trait (Auto-Raise); mind link; speak language; speed
Magic: dispel, growth/shrink, elemental manipulation, puppet, stun
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Malaetheryan
Posts: 21
Joined: Sun Mar 08, 2020 2:14 am

Re: Malaetheryan

Post by Malaetheryan »

Gear

Juicer Titan Plate Heavy Armor
+7A/+3T MDC, EBA
Integrated Multi-Optics Helm (Ignore Illumination, +2 Sight-based Notice, +1 Shooting w/Calibrated Weapons)
Integrated N-F20A Medium Force Field (+3 Toughness, 10 hrs/E-Clip)
95 lbs
270,500 CR

TX-30 Ion Pulse Rifle
Range: 20/40/80; Damage: 1–3d10; RoF: 3; Shots: 50
Notes: Heavy Pulse (+1 Shooting/+3 Damage, 3 Shots); Shotgun Rules (+2 to hit)
7 lbs
25,000 CR

Auracles of Spineas (Patron Item) (Bronze, SWADE)
Image
Very Rare Enchanted Spectacles
Magic Features:
• These magical spectacles provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana.
• Whenever the wearer uses detect arcana, they get the exalted detect arcana mega-modifier for free. They must still pay to activate detect arcana normally.
• Weight: 1 lb.


Claws (Natural Weapons)
Str+3d4 MD, AP 10

Bite (Natural Weapon)
Str+3d4 MD, AP 6, Reach 1

Credits: 4500 CR

Encumbrance: 102/500
Malaethryan
Seasoned Celestial Dragon Hatchling
OOC Comments
Agility d6, Smarts d12, Spirit d6, Strength d12+3, Vigor d10
Pace: 6"/Fly 12"; Parry: 4; Toughness: Dragon: 36 (18)/Oni: 21 (7); Size: Dragon: 6 (+2)/Oni 1 (0)
Skills:
Athletics d4; Common Knowledge d4; Notice d6; Persuasion d4; Stealth d4; Psionics d8; Spellcasting d10; Fighting d4; Occult d8
Edges:
AB: Magic/Psionics, Master of Magic, Dragon Psychic Master, Adept, Concentration, Twin Soul
Hindrances: Tongue-tied, Thin-Skinned, Loyal, Curious, Major Outsider
Natural Weapons/Attacks (Dragon Form):
Claws: Str+3d4 MD, AP 10
Bite: Str+3d4 MD, AP 6, Reach 1
Gear (Oni Form):
Juicer Titan Plate Heavy Armor Multi-Optics Helm, +1 Shooting, +2 Notice, Integrated Naruni Medium Force Field
TX-30 Ion Pulse Rifle: Range: 20/40/80; Damage: 1–3d10; RoF: 3; Shots: 50
Notes: Heavy Pulse (+1 Shooting/+3 Damage, 3 Shots); Shotgun Rules (+2 to hit)
Auracles of Spineas: +2 Visual Notice, farsight, darksight, exalted detect arcana
Powers:
Psionic (Adept): boost Trait (Auto-Raise); mind link; speak language; speed
Magic: dispel, growth/shrink, elemental manipulation, puppet, stun
User avatar
Malaetheryan
Posts: 21
Joined: Sun Mar 08, 2020 2:14 am

Re: Malaetheryan

Post by Malaetheryan »

Background

Kalaetheryan, Malaetheryan, and Zilaetheryan are triplets, born of the same father and mother. Unlike most dragons, they like each other, and remained together and united, each one's power complementing the other. Kal tended towards the more cerebral pursuits, Mal favored the arcane, while Zil was a much more adept fighter. There were few enemies or obstacles the three of them couldn't overcome together.

50 years ago, a promise of ruling over a world of wealth and magic led them into a foul trap. The elf Ishiasha (Daughter of Fate in dragonese) tricked and captured them. She took them, bound and powerless, to a Runesmith. The Runesmith was, herself, an exceedingly old and powerful dragon. Unable to give birth to her own brood, she resorted to capturing young dragons. The Aetheryan brothers were bound together in a battery of arcane energy, which was installed into a great space ship. For 50 years, they knew only agony and torment as they were constantly filled, then drained, of PPE in order to fuel the craft.

Having been freed from their terrible confinement by the crew of the Remorseless, they have joined with the mercenaries in order to make their mark on the multiverse, eventually hoping to exact their revenge on Ishiasha and the Runesmith.

Mal was always the most stand-offish of the three brothers, but his attitude has changed dramatically following their confinement, during which the bond they normally share was sundered by the constant drain on their energy. As a result, he has become almost fanatically devoted to his brothers' well-being.
Malaethryan
Seasoned Celestial Dragon Hatchling
OOC Comments
Agility d6, Smarts d12, Spirit d6, Strength d12+3, Vigor d10
Pace: 6"/Fly 12"; Parry: 4; Toughness: Dragon: 36 (18)/Oni: 21 (7); Size: Dragon: 6 (+2)/Oni 1 (0)
Skills:
Athletics d4; Common Knowledge d4; Notice d6; Persuasion d4; Stealth d4; Psionics d8; Spellcasting d10; Fighting d4; Occult d8
Edges:
AB: Magic/Psionics, Master of Magic, Dragon Psychic Master, Adept, Concentration, Twin Soul
Hindrances: Tongue-tied, Thin-Skinned, Loyal, Curious, Major Outsider
Natural Weapons/Attacks (Dragon Form):
Claws: Str+3d4 MD, AP 10
Bite: Str+3d4 MD, AP 6, Reach 1
Gear (Oni Form):
Juicer Titan Plate Heavy Armor Multi-Optics Helm, +1 Shooting, +2 Notice, Integrated Naruni Medium Force Field
TX-30 Ion Pulse Rifle: Range: 20/40/80; Damage: 1–3d10; RoF: 3; Shots: 50
Notes: Heavy Pulse (+1 Shooting/+3 Damage, 3 Shots); Shotgun Rules (+2 to hit)
Auracles of Spineas: +2 Visual Notice, farsight, darksight, exalted detect arcana
Powers:
Psionic (Adept): boost Trait (Auto-Raise); mind link; speak language; speed
Magic: dispel, growth/shrink, elemental manipulation, puppet, stun
User avatar
Malaetheryan
Posts: 21
Joined: Sun Mar 08, 2020 2:14 am

Re: Malaetheryan

Post by Malaetheryan »

Build

HJ Rolls (1, +3 Rob)
Psionics: Some powers become second-nature to the psionic. When he successfully activates boost Trait, he gains the raise effect automatically
Training: 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
Edge.

IF Traits
Armored Hide*: The Hatchling has +18 MDC Armor and +6 Toughness in
dragon form (plus the Size bonus).
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 (one at Size Large).
Eccentric: 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.
Expanded Awareness: 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.
Extended Metamorphosis: 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
Fear: Celestial Dragons instill Fear in all creatures. First encounter requires
a Fear check.
Flight: 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.
Infravision: Dragons halve penalties for bad lighting when attacking
targets that radiate warmth.
Inherently Magical: Begin with AB: Magic, 20 PPE, Spellcasting d4, and
3 LLW powers. Gain +10 PPE from PP Edge.
Keen Claws: Celestial dragon claws are especially large and sharp, gaining
+4 AP.
Major Psionic: 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.
Mighty: Begin with Strength d12+3, Vigor d10
Nigh-Immortality: 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)
Slow Regeneration: 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.
Tail Lash: 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.
Toxic Breath: 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
Crit Fail.

IF Drawbacks
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 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).
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.

Starting Skills (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

Advances
  • 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)
    S4: New Powers (warrior's gift, damage field)
    V1: Power Points Edge (Magic)
    V2: Occult d10/Spellcasting d12
    V3: Scholar: Occult
    V4: New Powers (illusion, invisibiility)
Malaethryan
Seasoned Celestial Dragon Hatchling
OOC Comments
Agility d6, Smarts d12, Spirit d6, Strength d12+3, Vigor d10
Pace: 6"/Fly 12"; Parry: 4; Toughness: Dragon: 36 (18)/Oni: 21 (7); Size: Dragon: 6 (+2)/Oni 1 (0)
Skills:
Athletics d4; Common Knowledge d4; Notice d6; Persuasion d4; Stealth d4; Psionics d8; Spellcasting d10; Fighting d4; Occult d8
Edges:
AB: Magic/Psionics, Master of Magic, Dragon Psychic Master, Adept, Concentration, Twin Soul
Hindrances: Tongue-tied, Thin-Skinned, Loyal, Curious, Major Outsider
Natural Weapons/Attacks (Dragon Form):
Claws: Str+3d4 MD, AP 10
Bite: Str+3d4 MD, AP 6, Reach 1
Gear (Oni Form):
Juicer Titan Plate Heavy Armor Multi-Optics Helm, +1 Shooting, +2 Notice, Integrated Naruni Medium Force Field
TX-30 Ion Pulse Rifle: Range: 20/40/80; Damage: 1–3d10; RoF: 3; Shots: 50
Notes: Heavy Pulse (+1 Shooting/+3 Damage, 3 Shots); Shotgun Rules (+2 to hit)
Auracles of Spineas: +2 Visual Notice, farsight, darksight, exalted detect arcana
Powers:
Psionic (Adept): boost Trait (Auto-Raise); mind link; speak language; speed
Magic: dispel, growth/shrink, elemental manipulation, puppet, stun
User avatar
Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: Malaetheryan - Celestial Dragon

Post by Death Otter »

Given that the extra HJ rolls and equipment are likely representing the advanced start, this all looks good.

Interesting variation from the others. More emphasis on magic, though power selections are fairly similar. Be interested to see how they play!
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