Royally Awesome Dragon

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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Royally Awesome Dragon

Post by Ndreare »

@Stoic
[dice:1nhpd8gb]60833:0[/dice:1nhpd8gb]
  • 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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Royally Awesome Dragon

Post by Ndreare »

TACTICS: This character needs tactics. He will hit an opponent with Havoc giving them a Distracted status, he will then take advantage of Distracted to cast Stun. A stunned target can easily be attacked with the drop, allowing physical decimation.

When this character grows he should select Weird Science only once novice for access to powers and a third power pool. Then allow the character to maximize magic with racial edge that allows mastery, and get AB magic to d12, finally start building Psionics up to d12.

When working in support this character can heal and remove Fatigue. Both these are necessary tasks for a support character.
Character Name (Name your character)
Rank:Novice - Advances Left: 0
Race: Dragon
Iconic Framework: Royal Frilled Dragon
Attributes: Agility d4, Smarts d8, Spirit d6, Strength d12+3, Vigor d10
Charisma: 0; Pace: 0; Parry: 4*; Toughness: 35 (16); Strain: 0
* Parry Affected by Size “Large”

Skills:
  • Athletics (Ag) d4
  • Common Knowledge (Sm) d4
  • Fighting (Ag) d4
  • Occult (Sm) d6
  • Notice (Sm) d4
  • Persuasion (Sp) d4
  • Psionics (Sm) d6
  • Repair (Sm) (HJ d4) d6+2
  • Spellcasting (Sm) d8
  • Stealth (Ag) d4
  • Weird Science (Sm) d6

Hindrances
  • Eccentric (Iconic - Racial): 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.
  • Cybernetics (Iconic): Dragons cannot take cybernetics at any point. Their bodies reject such foreign implants.
  • Enemies (Iconic): 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 (Iconic): 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 (Iconic): Dragons are born not made. They do not choose a race.
  • Outsider (Major) (Iconic): 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 (Iconic): 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 (Iconic): 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 (Iconic): 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.
  • Hindrance (Major): TBD
  • Hindrance (Major): TBD
  • Hindrance (Major): TBD


Edges
  • Armored Hide*(Iconic): The Hatchling has +18 MDC Armor and +6 Toughness in dragon form (plus the Size bonus).
  • Bite/Claws* (Iconic): 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).
    Keen Claws*: The hooked claws of these dragons are especially large and sharp; gaining +4 additional AP. All other aspects of the Bite/Claws ability as well as other Edges or abilities which modify Claw attacks are unchanged.
  • Expanded Awareness (Iconic): 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.
  • Extended Metamorphosis (Iconic - Racial): Royal Frilled dragons start life able to adopt a single human/humanoid form, which they can maintain for a number of hours equal to 3×Spirit before needing at least six hours of rest. All other aspects of the Limited Metamorphosis ability are unchanged.
  • Fear* (Iconic - Racial): Hatchlings are terrifying and cause Fear checks to all who see their dragon form. Additionally, when Royal Frilled dragons extend their frills (a free action), opponents check Fear or resist Intimidation at a −2 penalty (stacks with similar effects)
  • Flight* (Iconic): 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.
  • Infravision (Iconic): Dragons halve penalties for bad lighting when attacking targets that radiate warmth..
  • Inherently Magical (Iconic -Racial): Royal Frilled hatchlings are imprinted with the ability to cast spells. Begin with Arcane Background (Magic), 20 PPE, Spellcasting d4, and three powers chosen from the Ley Line Walker’s spell list. Additionally, whenever they take the Power Points Edge, they gain +10 PPE instead of +5
  • Major Psionic (Iconic - Racial): Instead of the standard minor psionic abilities common to Dragon Hatchlings, the Royal Frilled begin play with Arcane Background (Psionics), 20 total ISP, the Major Psionic Edge, Psionics d4, speak language, and two other powers—one is chosen from the standard minor psionic power list, and the other is chosen from the Mind Melter’s list (subject to Rank and including any possible Trapping limitations detailed therein, as normal).
  • Mighty† (Iconic - Racial): Royal Frilled dragons are incredibly tough and begin with a Strength of d12+3 and Vigor d10.
  • Resistant to Fire and Cold† (Iconic - Racial): These dragons take −4 damage from all heat and cold based attacks.
  • Toxic Breath*† (Iconic - Racial): A Royal Frilled in its natural form can breathe a purple poisonous cloud using the Cone Template, or arc a Medium Blast Template sized cloud up to 18” (36 yards) distant (see Breath Weapons in Savage Worlds). The toxic vapor is a supernaturally potent neurotoxin. Those caught in the area of effect without an independent air supply (like Environmental Body Armor, filtration systems are ineffective) must check Vigor (–2 with a raise) or be Incapacitated for 1d4 minutes; double that with a Critical Failure..
  • Nigh-Immortality (Iconic): 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.
  • Size 6 (Large)* (Iconic): 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 (Iconic): 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* (Iconic): 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.
  • Mr Fix It (Hero’s Journey): +2 to Repair rolls, half the time required with a raise

Powers (post background as a reply to character sheet)
Arcane Background: Magic
PPE/ISP: 20 - Recovery: 5/hour

Magic Net [Entangle] (2 PPE) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Effect: Bind or Entangle foes.

Bubble of Chaos [Havoc] (2 PPE Cost) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Effect: Targets in MBT or Cone are Distracted and may be hurled.

Arcane Pulse [Stun] (2 PPE Cost) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Effect: Target is Stunned


Arcane Background: Psionics
PPE/ISP: 20 - Recovery: 5/hour

Empathic Relationship [Speak Language] (1 ISP Cost) [Novice]
  • Range: Smarts
  • Duration: 10 minutes
  • Effect:Caster can speak and understand languages.

Healing Touch [Healing] (3 ISP Cost) [Novice]
  • Range: touch
  • Duration: Instant
  • Effect: Restores Wounds less than an hour old

Relieve Pain [Relief] (1 ISP Cost) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Effect:Removes Fatigue, Shaken; & Stun with raise
Background
Dude you were just born. How much background could you possibly have.

Gear
Man you ain’t got nottin

Advances
Please list all Edges and Advances taken for your character here

Attributes
Agility: d4
Smarts: d4 +2 = d8
Spirit: d4 +1 = d6
Strength: d12+3
Vigor: d10

Skills:
  • Athletics (Ag) d4
  • Common Knowledge (Sm) d4
  • Fighting (Ag) +1
  • Occult (Sm) +3
  • Notice (Sm) d4
  • Persuasion (Sp) d4
  • Psionics (Sm) d4 +2
  • Repair (Sm) (HJ d4) +2
  • Spellcasting (Sm) d4 +2
  • Stealth (Ag) d4

Iconic Framework
  • Lots see above

Hero’s Journey
  • Training (20): Functional machines and technology often mean the difference between life and death in the world of Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, and the Mr. Fix It Edge.

Plan on taking AB weird science. This will give you a very nice potential power list and source. Allowing you to have powers that are likewise harder to dispel and a third power point source.
Advances
  • Initial Advances: (From Hindrances): TBD
  • Initial Advances: (From Hindrances): TBD
  • Novice 1 Advance:
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
  • 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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