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.