Beamsplitter, Rainbow Dragon Hatchling

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Dr. Asterisk
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Beamsplitter, Rainbow Dragon Hatchling

Post by Dr. Asterisk »

Yeah you heard me. No I don't expect this to be allowed necessarily but it was fun to build and worth a shot -- surely some feedback and editing. :)


Beamsplitter

Seasoned Male Dragon Hatchling, Rainbow Dragon Hatchling

Iconic Framework: Rainbow Dragon Hatchling
Description
Prismatic Breath:
Rainbow/Coalescing Colors - Stun
Red - Mind Wipe
Orange -
Yellow - Healing
Green - Entangle
Blue -
Pink - Invisibility
Purple -


Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d8
Skills: Athletics d8+2, Common Knowledge d6, Faith d8, Fighting d8, Language (American) d6, Language (Chinese) d6, Language (Dragonese) d8, Language (Faerie) d6, Language (Spanish) d6, Notice d8, Occult d8, Persuasion d4, Stealth d8, Survival d4+2
Pace: 6; Flying Pace: 12; Parry: 6; Toughness: 22 (12 M.D.C.); Size: Small (-2, Size mod -2)
Strain: 8/8
Hindrances: All Thumbs, Cautious, Outsider, Pacifist (minor), Stubborn
Edges: Adept (Boost Trait, Warrior's Gift, {Healing, Deflection}), Channeling, Dragon Low Light Vision, Dragon Metamorphosis, Dragon Teleportation, Frontiersman, Master of Magic, Power Points, Woodsman
Weapons: Unarmed (Range Melee, Damage Str), Bite (Range Melee, Damage Str+3d4, AP 4, M.D.C.), Claws (Range Melee, Damage Str+3d4, AP 4, M.D.C.), Stun Breath (Range 18, Damage )
Languages: Spanish (d6), Faerie (d6), Chinese (d6), American (d6), Dragonese (native, d8)
Current Wealth: $0
Arcane Background: Miracles (Rifts® TLPG)
  • PPE: 30 (10 for Miracles, 10 bonus PPE +10 for Power Points edge)
  • Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Boost Trait (Savage Worlds: Adventure Edition p156; Limitations: One Aspect), Confusion (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Healing (Savage Worlds: Adventure Edition p162), Illusion (Savage Worlds: Adventure Edition p163), Invisibility (Savage Worlds: Adventure Edition p164; Limitations: Self (limited)), Mind Wipe (Savage Worlds: Adventure Edition p165), Warrior's Gift (Savage Worlds: Adventure Edition p169-170)
Special Abilities
  • Miracles: Power Points: 30; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Boost Trait (Savage Worlds: Adventure Edition p156; Limitations: One Aspect), Confusion (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Healing (Savage Worlds: Adventure Edition p162), Illusion (Savage Worlds: Adventure Edition p163), Invisibility (Savage Worlds: Adventure Edition p164; Limitations: Self (limited)), Mind Wipe (Savage Worlds: Adventure Edition p165), Warrior's Gift (Savage Worlds: Adventure Edition p169-170)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • Languages Known: Spanish (d6), Faerie (d6), Chinese (d6), American (d6), Dragonese (native, d8)
  • Armored Hide*: +12 MDC Armor and +2 Toughness in dragon form.
  • Bite/Claws*: Dragons can naturally attack with teeth and talons dealing Str+3d4 Mega Damage, AP equal to the higher of their damage die or their size. Reach removed.
  • Expanded Awareness: Dragons have the exalted detect arcana power as an Innate Ability with Range (Self). Sense supernatural beings with a Notice check.
  • Flight*: Fly for Pace 12 and may “run” for extra movement. Flight is usable in another form if it has wings.
  • Prismatic Breath*: Can breathe a Cone Template, up to 18" distant or place a MBT anywhere within 18". Those without EBA and vision protection must check Vigor at -2 (-4 with a raise) or be Stunned (coalescing colors / rainbow spectrum)
    Mind Wipe (red - only last 48 hours of memory and only references to knowledge of the dragon)
    Other powers can be added to the breath trapping, each with a different color. The advantage in the trapping is the choice of AoE or single target without having to pay for additional recipients/targets, instead paying for just the AoE modifier of +1PP.
    Either Arcane Skill OR Athletics may be used for powers activated via breath weapon. Once assigned, a color cannot be changed and only 8 choices are available.
  • Resistant to Fire and Cold: –4 damage from all heat and cold based attacks.
  • Dragon Low-Light Vision: Immune to Illumination penalties
  • Inherently Magical: Arcane Background (Miracles), Faith d6, Healing, Illusion and 2 other powers.
    Hatchlings start with +10 PPE, gain 10 PPE instead of 5 from Power Points and can use TW gear. Add this starting PPE to any gained from the Edge.
    Rainbow Dragons have the Mind Wipe power but it is limited to only recent memory (48 hours) and only to knowledge of the dragon. Example, the dragon could pass along a message in-person and then use Mind Wipe to remove knowledge of where the message came from.
  • Enhanced Metamorphosis: Able to adopt a single human/humanoid form or any natural animal form for a number of hours equal to 2 × Spirit before needing six hours of rest. Gains no special properties of what he mimics, but retains all of his own abilities except those only usable in dragon form (*). Gear is assumed into the dragon’s form and reappear when returning to humanoid form. Any other objects are dropped. All gear carried by the dragon is dropped when transforming into humanoid form.
  • Kinda Mighty†: Strength of d12, Vigor d6, Agility d6, Smarts d6 to start, adjusting limits accordingly (max STR d12+3)
  • Master of Magic:
  • Nigh-Immortality: Hatchlings mature around 600 years of age and can live up to 12,000 years. They need to eat or drink and are immune to the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation.
  • Size -2 (Tiny)*: Size -2 (Tiny) without Dragon Metamorphosis or Growth/Shrink. Dragon Grows Larger makes a Rainbow Hatchling Size 2, while Dragon Grows Huge makes him Size 6. Wounds total reduced to 3.
  • Slow Regeneration: Natural healing roll once per day then permanent injuries are treated as an additional Wound and can be healed.
  • Tail Lash* (removed):
  • Scintillating Scales*: Opponents within 12" are Confused as the power (roll to resist, can be suppressed)
  • Nature's Stewards: Rainbow Hatchlings are caretakers of the natural world. They have the Woodsman and Frontiersman Edges.
  • Nigh-Nimble: Athletics bonus +2
  • Cybernetics: Dragons cannot take cybernetics at any point.
  • Enemies: Hunted by the Coalition. Many arcane factions seek to control dragons or use their body parts.
  • Form Limits: If transformed into a humanoid race with a Non-Standard Build, it suffers the same penalties as that race. 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.
  • Hatched: Dragons are born not made. They do not choose a race.
  • Outsider (Major): Dragon Hatchlings have the Outsider (Major) Hindrance.
  • Recipient of Territorial: Rainbow Dragons love other dragons, who tend to dislike them.
  • Young: They begin play speaking and reading only Dragonese/Elven, 3 attribute points, and only 13 skill points.

Advances
Novice Advances
  • Raise Attribute: Vigor
  • Raise Skills: Fighting/Athletics
  • Edge: Adept (Boost Trait, Warrior's Gift, {Healing, Deflection})
Seasoned Advances
  • Edge: Power Points
Current Load: 0 (101)
Books In Use: Savage Worlds: Adventure Edition, Science Fiction Companion, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Multiple Languages, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Last edited by Dr. Asterisk on Tue Apr 26, 2022 4:27 pm, edited 7 times in total.

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Re: Beamsplitter, Rainbow Dragon Hatchling

Post by High Command »

Just FYI, but you can also build characters that you don't ecpect to be approved in Supporting Cast, rather than building them here. Either way a GM can totally import them if they choose to.
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Re: Beamsplitter, Rainbow Dragon Hatchling

Post by Ndreare »

Hey,
Looks like this is being considered for the FOM team on Into The Jungle.

PM me in discord, we can work through stuff. Right now this still feels like a best of everything conversion.

Did you do a cross reference for "savaging" this?

PS: Do you have a book/page reference I can checkout for the source material?
  • 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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Re: Beamsplitter, Rainbow Dragon Hatchling

Post by Dr. Asterisk »

Not a conversion. It is based off other SR dragons removing one ability and adding another (losing psionics, adding magic, swapping out str points for other attributes etc.)

Dragons are largely a blunt instrument in Sr so I am doing a different take. Will contact on discord after the show I'm at. ;)

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Re: Beamsplitter, Rainbow Dragon Hatchling

Post by Ndreare »

Note for GMs review.



Removed:
4D STR (-8)
6 MDC Armor (-3)
4 toughness (-4)
6 size and corresponding toughness (so 10 toughness overall) (-6)
1 wound (-1 or 0, depending on how you count it)
Tail Lash attack/sweep (counted as only one edge for this purpose so -2)
Fear check (-1)
AP of claws/bite reduced (counted as -1),
Damage of claws/bite reduced (-1)
Reach with claws/bite (-2, one for each attack)
Dragon size edges less effective (counted as -1 or 0, depending)
(edit) Psionic use (Restricted path) (-1) and skill / powers associated with it (four powers and skill of d6 plus Major Psionic Edge) (-7 total)

-36 to -38

Added:
Breath as trapping AoE for assigned powers (essentially null as this can already be done spending points as powers are activated)

4 edges (+8) Dragon LLV, Woodsman, Frontiersman, MoMagic
5 powers, one of which is limited (+6)
5 PPE (+1 or +2, depending)
1D Smarts, 1D Agility (+4)
Skill bonus +2 Athletics (+2)
2 skill points (+2)
Confusion Check instead of fear (+1)
6" added to flight ability over Forest Runner (the template used) (counted as +4)

+29
  • 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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Re: Beamsplitter, Rainbow Dragon Hatchling

Post by Ndreare »

I am asking others for help on this.

One element I would not be comforitable with is the combination of starting size -2 as a limitation. The defensive bonuses are just better, especially when combined with 12 mdc armor.
  • 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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Re: Beamsplitter, Rainbow Dragon Hatchling

Post by Tribe of One »

Try building it as a magic-based Intelligent Construct and see how close you can get. Dragons get a bunch of strength and size-based abilities at a discount (partly because they start too unskilled to use them effictively) and I would be very wary of cashing in those abilities for points to spend elsewhere.
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Re: Beamsplitter, Rainbow Dragon Hatchling

Post by Tribe of One »

Try building it as a magic-based Intelligent Construct and see how close you can get. Dragons get a bunch of strength and size-based abilities at a discount (partly because they start too unskilled to use them effectively) and I would be very wary of cashing in those abilities for points to spend elsewhere.
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Re: Beamsplitter, Rainbow Dragon Hatchling

Post by Ndreare »

Tribe of One wrote: Sun May 01, 2022 3:32 pm Try building it as a magic-based Intelligent Construct and see how close you can get. Dragons get a bunch of strength and size-based abilities at a discount (partly because they start too unskilled to use them effectively) and I would be very wary of cashing in those abilities for points to spend elsewhere.
This is how I was feeling. I really want to accept characters. But this one did not feel right.
  • 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
Dr. Asterisk
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Posts: 88
Joined: Sat Dec 14, 2019 11:20 pm
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Re: Beamsplitter, Rainbow Dragon Hatchling

Post by Dr. Asterisk »

EDIT - made this closer to the actual critter. If I were making an intelligent construct PC I would do some things differently but I'm not - in this case I am creating a custom race for the purpose of comparison only.

Making it a construct comes out awfully similar so if that is the yardstick, I estimated pretty well since this version is better in some ways than the original. Constructs get edges and attributes for one point instead of two, armor being one point per 4, +2 skill bonuses and more. The points add up favorably, I guess is what I'm trying to say so I bet the IC version could be even more "unbalanced" if I gave it some real effort.

Any small critter is going to be hard to hit - a small construct is the same as a small dragon in that regard. The size is a limitation because the book says it is a limitation. I'm following the same CC rules y'all are.

I don't mind being told no, especially since I'm no longer considering the game I was going to play this PC. What I would correct is that somehow I took "the best of all worlds" or whatever or that this is somehow unbalancing, especially compared to some of the builds I've seen y'all make. And if that is a discussion, please be specific. This was neither presented in a final form nor was it listed as immune to suggestions.

The most powerful parts of a dragon are its toughness, strength and size (which also modifies toughness and STR), in that order. With a change to the attacks of this beastie to essentially vambraces, the three (four, even) best aspects of playing a dragon have been removed, not cherry-picked. The original has a toughness of 10 plus armor. I played a small construct that was more versatile than this PC as my first character on the account (the little spider bot in the pic) and he wasn't given a second thought.

So I guess move this to supporting cast so someone can clone the idea later.

Testor McTestorson
Seasoned Human (Intelligent Construct), Intelligent Construct

Iconic Framework: Intelligent Construct
Background
Rich - integrated plate mail MDC 4 toughness, +2 stealth




Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12, Vigor d8
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Language d8, Notice d6+4, Occult d10, Persuasion d6, Spellcasting d12, Stealth d8, Survival d6+4
Pace: 6; Flying Pace: 12; Parry: 6; Toughness: 26 (12 M.D.C.)
Strain: 8/8
Hindrances: All Thumbs, Cautious, Outsider, Pacifist (minor), Stubborn, Vow (major, ), Wanted (major, )
Edges: Adept (), Arcane Background (Magic), Arcane Resistance, Brawler, Bruiser, Channeling, Master of Magic, Monster Slayer, New Powers, New Powers (Entangle, Healing), New Powers (Teleport, Invisibility), Power Points, Power Points, Rich, Woodsman
Armor: Custom Plate Mail MDC ()
Weapons: Unarmed (Range Melee, Damage Str+d10), Dragonz Clawz (Range Melee, Damage Str+2d8, AP 12, M.D.C.)
Language: ge ( (native, d8)
Current Wealth: $15,000
Arcane Background: Magic (Rifts® TLPG)PPE: 25Powers: Boost Trait (Savage Worlds: Adventure Edition p156; Limitations: One Aspect), Deflection (Savage Worlds: Adventure Edition p157-158), Entangle (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), Invisibility (Savage Worlds: Adventure Edition p164; Limitations: Self (limited)), Teleport (Savage Worlds: Adventure Edition p169-170; Limitations: Touch (limited)), Warrior's Gift (Savage Worlds: Adventure Edition p169-170)
Special Abilities
Advanced Senses: In addition to the improved sensory capabilities, the Construct has advanced senses such as thermal, infrared, radiation, motion, radar, sonar, and so on, giving it 360-degree awareness ignoring Illumination penalties and conferring a +4 bonus to Notice rolls.
Armor: The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor. At the GM's discretion, those of a compatible Rifts Earth tech base and designed for war may wear the equivalent of Cyborg Body Armor, though they start with none (double costs, multiplied by modifiers for its Frame). Small Frames can take one level.
Armor: The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor. At the GM's discretion, those of a compatible Rifts Earth tech base and designed for war may wear the equivalent of Cyborg Body Armor, though they start with none (double costs, multiplied by modifiers for its Frame). Small Frames can take one level.
Armor: The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor. At the GM's discretion, those of a compatible Rifts Earth tech base and designed for war may wear the equivalent of Cyborg Body Armor, though they start with none (double costs, multiplied by modifiers for its Frame). Small Frames can take one level.
Attribute: Increase an Attribute by one die type.
Attribute: Increase an Attribute by one die type.
Attribute: Increase an Attribute by one die type.
Attribute: Increase an Attribute by one die type.
Attribute: Increase an Attribute by one die type.
Attribute: Increase an Attribute by one die type.
Attribute: Increase an Attribute by one die type.
Automated Repair Unit: Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
Edge - Arcane Background: Gain one Edge, ignoring all Rank requirements.
Edge - Brawler: Gain one Edge, ignoring all Rank requirements.
Edge - Bruiser: Gain one Edge, ignoring all Rank requirements.
Edge - Arcane Resistance: Gain one Edge, ignoring all Rank requirements.
Edge - Power Points: Gain one Edge, ignoring all Rank requirements.
Edge - New Powers: Gain one Edge, ignoring all Rank requirements.
Edge - Channeling: Gain one Edge, ignoring all Rank requirements.
Flight (Pace 12): Hover and fly at Pace 12 (30 mph).
Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
Obscure Construction: Artificial beings are often the product of alien design or weird secrets of super science. For −4 point impose a −4 penalty on skill checks related to their construction (such as repairing, modifying, or examining them)
Reinforced Chasses: Gain +2 Toughness with each upgrade.
Skill Bonus - Spellcasting: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
Skill Bonus - Fighting: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
Skill Bonus - Athletics: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
Feature Locked Physiology: Most artificial beings are highly advanced prototypes, and not easily upgraded. Unlike cyborgs or robots built using interchangeable parts, the Construct’s core physical systems cannot be modified and do not improve in performance after initial design and construction. The Construct may not purchase upgrades to Agility, Strength, or Vigor as it ranks up (though it may increase Smarts and Spirit as normal).
Weakness: The Construct is susceptible to certain Trappings, taking +4 damage from attacks and rolling at −4 to resist related effects. This often takes the form of susceptibility to electricity but may vary wildly depending on the its origins and method of construction.
Small Frame: About 2' in height or length.
Transferred Intelligence: Is alive, can take Arcane Backgrounds
Variable Appearance: The Construct is designed to morph and change its features. Whether the result of arcane forces, hightech materials, or holograms it may take on the appearance of a target of roughly similar Size (up to one Size larger or smaller without penalty). This takes an action and a Smarts or Performance roll. Opponents motivated to question the guise are −4 on Notice checks (−6 on a raise). The Construct gains +2 on rolls to impersonate specific individuals (must have observed target’s appearance).
Weapon Mount, External: The Construct has a weapon housing mounted onto its frame and tied into its power supply. Personal and vehicular weapons can all be mounted. For +1 point a single personal weapon weighing up to „ Be all that you can be! Make sure to spend your construction points on features you will not have access to after character creation. You can do this by waiting to take desired but nonessential Edges and Attribute improvements until you rank up. Don’t forget about the Synthetic Immortality Edge. „ Have a plan. Once their secret is out, advanced Constructs will be hunted by those seeking to capture and exploit them. Make sure your Construct can readily defend itself, conceal its advanced nature, or appear to be an organic humanoid. „ Go big or go home. Taking optional complications can be a great way to allow your Construct to excel at its primary functions by giving you more construction points, even though they may limit your overall versatility. TO SURVIVE AND THRIVE— THE INTELLIGENT AUTOMATON 14 The Intelligent Construct rules can easily be used to build a Shemarrian Renegade a beautiful Amazonian android created by Archie and Hagan. Apply the following options during character creation, or use them as a reference to create your own variant Cyberworks prototype: Core Directive: Archie occasionally creates experimental Shemarrians outfitted with neural intelligences, then releases them into the world to gather information and observe their actions. Their systems have back doors allowing recon data to be collected from them without their knowledge via undetectable burst transmissions to a secret satellite. Additionally, they are hardwired with protocols making it difficult for them to directly attack Archie or Hagan (requires a Spirit check at −4). All Shemarrians are programmed with complex emotional simulations and a fictional alien warrior culture, clan history, and home world which they believe completely and underpins their conception of reality. 100 pounds or a pair weighing up to 50 pounds each is integrated into the artificial body.
Edge - Monster Slayer: Gain one Edge, ignoring all Rank requirements.
Bad Reputation (-2): The society or species is known for its terrible deeds, brutality, thievery, or other reprehensible behavior. If a nonplayer character knows the reputation or is scared by it, and doesn't know the hero's better nature, his Reaction starts at Unfriendly (see Reactions in Savage Worlds). For –2 points, such Reactions start at Hostile. Concerned locals might alert the authorities, taunt to provoke the hero, or even attack out of fear and ignorance. If the character's initial Reaction is already penalized (as with D-Bees or Mutants, below) it starts one or two steps lower, respectively. If already Hostile, an immediate social skill check is required to avoid violence.
Restricted Path: For reasons of biology the race either cannot access PPE, ISP, or both if taken twice. They can't take an Arcane Background which uses that type of Power Points or an Iconic Framework including such an Arcane Background.
Non-Standard Build (-2): For 2 points, the race is −2 on Trait rolls to use equipment designed for humans (including weapons or vehicles). Custom armor, clothing, and equipment costs triple the listed price.
Weapon System, Integral: The Construct has a weapons system integrated into its frame. For +1 point a melee or ranged personal weapon weighing up to 50 pounds, or a pair of weapons weighing up to 25 pounds each, is integrated into the Construct's frame.
Solar Collector: Compatible with the standard tech base only, an embedded nanoscale solar collection lattice powers the Construct by converting sunlight into energy. Instead of drawing on another source of power, the Construct may passively recharge while exposed to sunlight for two hours to meet its regular power needs.
Expanded Power Storage: Only needs to recharge once every three days. Compatible with any technology base.
Edge - Woodsman: Gain one Edge, ignoring all Rank requirements.
Edge - Rich: Gain one Edge, ignoring all Rank requirements.
Arcane System: Must consume 5 Power Points from ley lines or other sources. Use lower of Occult or Spellcasting to fix.
Skill Bonus - Occult: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
Magic: Power Points: 25; Powers: Boost Trait (Savage Worlds: Adventure Edition p156; Limitations: One Aspect), Deflection (Savage Worlds: Adventure Edition p157-158), Entangle (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), Invisibility (Savage Worlds: Adventure Edition p164; Limitations: Self (limited)), Teleport (Savage Worlds: Adventure Edition p169-170; Limitations: Touch (limited)), Warrior's Gift (Savage Worlds: Adventure Edition p169-170)
Power Activators: Magic users must be able to gesture and speak to cast spells.
Languages Known: ge ( (native, d8)
Build Your Construct: Go to Custom Races and build your Construct, using 24 points and the Empires of Humanity Racial Mods.
Construct: Intelligent Constructs are beings made of inorganic material. They add +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison, and Wounds are fixed with Repair instead of Healing with no “Golden Hour”.
Inorganic: Normal cyberware does not work on Constructs. They may not take cybernetics or roll on the Cybernetics Hero's Journey Table.
Outsider (Major): People of Rifts Earth view Intelligent Constructs as property rather than sentient beings. They have no protections under the law and suffer a −2 to Persuasion when dealing with those who know of their advanced construction.
Core Directive (Major): All Constructs are engineered with a primary function, which instills them with purpose. This often functions as the Vow (Major) or Pacifist (Major) Hindrance but may take on other forms (a Major psychology-based Hindrance) per GM's approval.
Wanted: Once its true natureis discovered, many powerful factions
will hunt down the Construct for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
Malfunctions: Constructs are subject to breakdowns when put under extreme stress (i.e. Technical Difficulties).


Advances
Novice Advances
Edge: Power Points
Raise Attribute: Spirit
Edge: Adept ()

Seasoned Advances
Edge: New Powers
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Current Load: 13 (101)
Books In Use: Savage Worlds: Adventure Edition, Science Fiction Companion, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Tribe of One wrote: Sun May 01, 2022 3:32 pm Try building it as a magic-based Intelligent Construct and see how close you can get. Dragons get a bunch of strength and size-based abilities at a discount (partly because they start too unskilled to use them effectively) and I would be very wary of cashing in those abilities for points to spend elsewhere.

Dr. Asterisk

Bennies: 3/3

Current Wealth: 19,480 Universal Credits
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