Chang-Ku for Sgt

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Ndreare
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Chang-Ku for Sgt

Post by Ndreare »

@Architect and @Sgt 86Delta
Lets look at this.


Race
  • Eccentric: Chaing-Ku dragons hatch from the egg already slightly strange. Take the Arrogant, Curious, or Suspicious (Major) Hindrance for no added benefit; this has no effect on the dragon’s Untested complication.

    Fear*: Hatchlings are terrifying and cause Fear checks to all who see their dragon form.

    Greater Metamorphosis: Chaing-Ku dragons start life able to adopt any form from the size of a house cat (Size -2) to their own size. They may maintain this form indefinitely even while sleeping. The act of changing forms counts as an action. 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.

    Inherent Alchemy: Chaing-Ku hatchlings are imprinted with the ability to use alchemy. Begin with Arcane Background (Magic), 20 PPE, Alchemy d4 (which only works with when activating power prepared through Artificer edge as potions and elixirs), Occult d4, three powers chosen from the Ley Line Walker’s spell list, the Master of Magic edge and the Artificer edge (limited to tattoos and potions). Additionally, whenever they take the Power Points Edge, they gain +10 PPE instead of +5. Some disreputable Chang-ku have mixed addictive chemicals into their elixirs, ensuring the obedience of their custermers.
    A Chang-ku may study magic and learn Spellcasting without taking the Arcane Background edge again, allowing them to use their powers normally as spells. When new powers are selected the Chang-ku learns both the spell and the potion form.

    The Secrets of Tattoo Creation In addition the Chang-Ku inherently know the secrets of Tattoo magic and with the right potions can perform a complex ritual bestowing magic tattoos on other dragons, humans, ogres and a few rare elves. They begin with Minor Tattoo Creation, and may take Major Tattoo creation at Veteran rank.
    Mechanically this is done as per the Minor Item Creation and Major Item Creation rules replacing the word item for tattoo. On a success the target receives the tattoos and is exhausted for 1d4 days per Tattoo the subject has at the completion of the process. After this time the character is fatigued for 1d4 day before being fully recovered. On a raise recovery time is halved. No form of magic or medicine can reduce the recover time for receiving these tattoos. Each Tattoo received reduces the characters available Strain by 1.

    Major Psionic: Instead of the standard minor psionic abilities common to Dragon Hatchlings, the Chaing-Ku 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 and Wise †: Chaing-Ku dragons are incredibly sharp minded and tough. They begin with Smarts d6, Spirit d6, Strength d12+2 and Vigor d8. In addition these attributes have no limit.

    Resistant to Fire and Cold†: These dragons take −4 damage from all heat and cold based attacks.

    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).

    Expanded Awareness: Dragons have the detect arcana power as an Innate Ability (see page 68) 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.

    Flightless: The natural form of a Chank-ku has no flight ability. But if the The Hatchling chooses a form with wings it has a Flying Pace of 12" and may "run" for extra movement as usual.

    Infravision: Dragons halve penalties for bad lighting when attacking targets that radiate warmth.

    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.

    Size 2 (normal)*: In their natural forms, Chang-Ku Hatchlings are usually 2 –20 feet from snout to tail-tip and their thin serpentine form weighs up to 800 lbs (1,000 for adults). If the Hatchling takes "Dragon Grows Larger" their size increases to Size 3, and if the dragon takes "Dragon Grows Huge", they instead grow Large experiencing a sudden growth to Size 4 and gaining a fourth wound.

    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.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Ndreare
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Posts: 3752
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Chang-Ku for Sgt

Post by Ndreare »

Okay, this one cannot teleport or breath weapon.
they are much, much smaller than other dragons, with keener minds.

Their shape change has no limit for duration and will last even if unconscious.

But they begin with Alchemy, Artificer and Master of Magic. I left the one power from mind melter list, because it also was a thing on the real chang-ku.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ndreare
Savage Siri
Posts: 3752
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Chang-Ku for Sgt

Post by Ndreare »

@Venatus Vinco, @High Command, @Freemage
Any of you willing to help me word smith this following? I do not want to change the mechanics or create a complex set of mechanics. But I want it to be clear.


The Secrets of Tattoo Creation In addition the Chang-Ku inherently know the secrets of Tattoo magic and with the right potions can perform a complex ritual bestowing magic tattoos on other dragons, humans, ogres and a few rare elves. They begin with Minor Tattoo Creation, and may take Major Tattoo creation at Veteran rank.
Mechanically this is done as per the Minor Item Creation and Major Item Creation rules replacing the word item for tattoo. On a success the target receives the tattoos and is exhausted for 1d4 days per Tattoo the subject has at the completion of the process. After this time the character is fatigued for 1d4 day before being fully recovered. On a raise recovery time is halved. No form of magic or medicine can reduce the recover time for receiving these tattoos. Each Tattoo received reduces the characters available Strain by 1.
Note: While tattoos can be placed on elves it is difficult requiring an additional -2 to the creation roll and recovery time is not reduced on a raise.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Sgt 86Delta
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Posts: 816
Joined: Sun Oct 15, 2017 4:47 pm

Re: Chang-Ku for Sgt

Post by Sgt 86Delta »

@ 17 Legendary 2

Agility d8
Smarts d12
Spirit d10
Strength d12+2
Vigor d10


Athletics (Ag) d6
Common Knowledge (Sm) d4
Notice (Sm) d6
Persuasion (Sp) d6
Stealth (Ag) d4

Academics (Sm) d6
Fighting (Ag) d6
Language (Sm) d6
Occult (Sm) d10
Psionics (Sm) d6
Repair (Sm) d6
Spellcasting (Sm) d10
Last edited by Sgt 86Delta on Sun May 03, 2020 9:49 am, edited 1 time in total.

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Sgt 86Delta
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Re: Chang-Ku for Sgt

Post by Sgt 86Delta »

Hero's Journey

Education (1) Jack-of-All-Trades
Experience & Wisdom (3) Strong Willed
Psionics (14) Mentalist

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Venatus Vinco
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Re: Chang-Ku for Sgt

Post by Venatus Vinco »

Ndreare wrote:
Sat May 02, 2020 7:38 pm
@Venatus Vinco, @High Command, @Freemage
Any of you willing to help me word smith this following? I do not want to change the mechanics or create a complex set of mechanics. But I want it to be clear.


The Secrets of Tattoo Creation In addition the Chang-Ku inherently know the secrets of Tattoo magic and with the right potions can perform a complex ritual bestowing magic tattoos on other dragons, humans, ogres and a few rare elves. They begin with Minor Tattoo Creation, and may take Major Tattoo creation at Veteran rank.
Mechanically this is done as per the Minor Item Creation and Major Item Creation rules replacing the word item for tattoo. On a success the target receives the tattoos and is exhausted for 1d4 days per Tattoo the subject has at the completion of the process. After this time the character is fatigued for 1d4 day before being fully recovered. On a raise recovery time is halved. No form of magic or medicine can reduce the recover time for receiving these tattoos. Each Tattoo received reduces the characters available Strain by 1.
Note: While tattoos can be placed on elves it is difficult requiring an additional -2 to the creation roll and recovery time is not reduced on a raise.
This is good. No changes from me.

VV
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Sgt 86Delta
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Re: Chang-Ku for Sgt

Post by Sgt 86Delta »

Advances

Hindrance 1 - INC Smarts IDT (d10)
Hindrance 2 - INC Occult (d8)/Spellcasting (d8)
1 Novice 1 - INC Spirit 1DT (d10)
2 Novice 2 - INC Academics (d6)/Psionics (d6)
3 Novice 3 - Power Points (PPE)
4 Seasoned 1 - INC Agility 1DT (d8)
5 Seasoned 2 - INC Repair (d4)/Language (d6)
6 Seasoned 3 - New Powers (Occult/Spellcasting) [GROWTH/SHRINK, WARRIOR's GIFT]
7 Seasoned 4 - Dragon Master Psionic (TLFM) [RELIEF]
8 Veteran 1 - INC Vigor 1DT (d10)
9 Veteran 2 - INC Persuasion (d6)/Repair (d6)
10 Veteran 3 - New Powers (Occult/Spellcasting) [DRAIN POWER POINTS, DISPEL]
11 Veteran 4 - New Powers (Psionic) [MIND WIPE, PUPPET]
12 Heroic 1 - INC Smarts 1DT (d12)
13 Heroic 2 - INC Occult (d10)/Spellcasting (d10)
14 Heroic 3 - Power Points (Psionic)
15 Heroic 4 - Iron Will
16 Legendary 1 - Telemechanics
17 Legendary 2 - Rapid Recharge

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Ndreare
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Posts: 3752
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Chang-Ku for Sgt

Post by Ndreare »

Sgt 86Delta wrote:
Sun May 03, 2020 9:48 am
Hero's Journey

Education (1) Jack-of-All-Trades
Experience & Wisdom (3) Strong Willed
Psionics (14) Mentalist
Sgt 86Delta wrote:
Sun May 03, 2020 9:58 am
Advances

Hindrance 1 - INC Smarts IDT (d10)
Hindrance 2 - INC Occult (d8)/Spellcasting (d8)
1 Novice 1 - INC Spirit 1DT (d10)
2 Novice 2 - INC Academics (d6)/Psionics (d6)
3 Novice 3 - Power Points (PPE)
4 Seasoned 1 - INC Agility 1DT (d8)
5 Seasoned 2 - INC Repair (d4)/Language (d6)
6 Seasoned 3 - New Powers (Occult/Spellcasting) [GROWTH/SHRINK, WARRIOR's GIFT]
7 Seasoned 4 - Dragon Master Psionic (TLFM) [RELIEF]
8 Veteran 1 - INC Vigor 1DT (d10)
9 Veteran 2 - INC Persuasion (d6)/Repair (d6)
10 Veteran 3 - New Powers (Occult/Spellcasting) [DRAIN POWER POINTS, DISPEL]
11 Veteran 4 - New Powers (Psionic) [MIND WIPE, PUPPET]
12 Heroic 1 - INC Smarts 1DT (d12)
13 Heroic 2 - INC Occult (d10)/Spellcasting (d10)
14 Heroic 3 - Power Points (Psionic)
15 Heroic 4 - Iron Will
16 Legendary 1 - Telemechanics
17 Legendary 2 - Rapid Recharge

Hey Sgt, any chance you have all this presented in a clean complete character sheet somewhere yet?
I drew a Club for War, so you will have an obstacle/encounter on the other side of the Rift, meaning die rolls and completed characters.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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