Chaing-Ku Dragon Hatchling

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Sgt 86Delta
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Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Another's Write-up

Any preliminary thoughts on this Framework?

I will be approaching a write up myself on this thread.
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Re: Chaing-Ku Dragon Hatchling

Post by High Command »

We already have a method of accomplishing this, and we have magical tattoos on site as well. We just need to deal with it. Side note, they aren't born with Magical Tattoos. That's just silly. They'd have psionics and could gain AB (Enchantment), instead of Magic, so they can make tattoos and enchanted potions and items.

Dragon Variants Template: http://savagerifts.com/sr/viewtopic.php?f=66&t=1376

Examples: Cat's Eye http://savagerifts.com/sr/viewtopic.php?f=9&t=1377
Snow Lizard: http://savagerifts.com/sr/viewtopic.php?f=9&t=1379
Great Horned Dragon: http://savagerifts.com/sr/viewtopic.php?f=9&t=1380
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

@HC - I forgot to look at Custom Races.

All right then. On to building.
  • Non-Chaing-Ku Traits
  • Flight,
  • Tail Lash,
  • Flaming Scales,
  • Fire Breath,
  • Teleportation
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Chaing-Ku Dragon
The Chaing-Ku dragon is extremely rare on the Palladium World. Earthlings will recognize it as a Chinese dragon with a long serpentine body with triangular shaped emerald green scales, two short forearms and one to two pairs of short legs; the feet have three toes. The head is slender and angular, and can look reptillian/dragon-like or a bit more lion-like; all have whiskers on their chin and a mouth filled with sharp teeth. The tail has no special feature or abilities.

The Chaing-Ku are said to be the wisest of all dragons and masters of magic. They are also said to be the most experienced dimensional travelers and are constantly exploring other worlds and investigating (and often helping) alien people. All Chaing-Ku have a high regard for life and have always been fond of human beings. In many respects, the Chaing-Ku can be considered the Palladin or missionary of Dragonkind. They are famous for protecting people of all races against supernatural evil and helping people to learn and stand on their own. To this end, the dragon is usually happy to teach people scholarly skills (languages, literacy, lore, etc.), as well as offer hints and suggestions on how to do things more effeciently. Occassionly, a Chaing-Ku will teach Wizards (Spellcasters) a helpful spell, but usually nothing beyond the basic level unless the dragon knows the Wizard (Spellcaster) well and believes he will use his knowledge for good.


Initial Abilities
  • Immunity to Poison: Chaing-Ku Hatchlings take no damage from poisons, toxins, drugs, or gases.
  • Cold & Fire Resistance: Chaing-Ku Hatchlings are resistant to natural and magical sources of heat and cold, taking only half damage from any normal or Mega Damage, magical or natural, fire/heat or ice/cold attacks. In addition, they gain +4 to all Trait rolls when resisting the effects of ice/cold and fire/heat.
  • Metamorphosis: From birth Chaing-Ku are able to change their shape and size at will, appearing as any living creature from the size of a house cat to anything his natural size and weight. Chaing-Ku are able to maintain any such form indefinitely, even while sleeping.
  • Major Psionics: Chaing-Ku double their base ISP and gain +10 ISP from Power Points Edge.
  • Knowledge Seeker: Chaing-Ku Hatchlings gain 1 additional roll for the Hero's Journey table: Education
  • Little Bit of Everything: Start with Jack-of-All-Trades Edge.
Abilities available upon advancement
  • AB (Enchantment): Enables the Chaing-Ku to make tattoos and enchanted potions and items.
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Re: Chaing-Ku Dragon Hatchling

Post by High Command »

Moved to appropriate forum
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Have a look folks. Comments welcome.
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

I approve all chaing-ku automatically. Do what it takes. Next Night Elves and Promethians!
  • 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."
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

I would add their Arcane background psionics. And I feel like they lose a lot of the Dragons power in this build so I would go the opposite direction of high command and let them start with their enchantment.


They just really need a lock fill in the gap. I'll think about it over the week but without attribute bonuses or armor of a normal dragon right now there victims waiting to happen
  • 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: Chaing-Ku Dragon Hatchling

Post by High Command »

Well Chiang Ku are mystics and scholars, not warriors. Being a warrior takes time. Although while they lose flaming scales, they still have their basic toughness and armor

I'd have them lose AB Psionics entirely, replace it with AB Spellcasting (very little they need can't be gained from it), but yes, start with AB enchanting. And it allows them to actually teach spells, as per the fluff
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Maybe I misunderstood the Template.

In the post previous I noted which items from the Flame Wind Template in the TLPG did not apply to Chaing-Ku. With the exception of the item noted on the Template, I kept their natural weapons and armor.

Chaing-Ku are literally supposed to be the scholars of dragon-kind. Combat options are available but very limited.

I had considered giving them a base line in Smarts and Spirit of minimum d8 each.
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Chaing-Ku Dragon v 2.0
The Chaing-Ku dragon is extremely rare on the Palladium World. Earthlings will recognize it as a Chinese dragon with a long serpentine body with triangular shaped emerald green scales, two short forearms and one to two pairs of short legs; the feet have three toes. The head is slender and angular, and can look reptillian/dragon-like or a bit more lion-like; all have whiskers on their chin and a mouth filled with sharp teeth. The tail has no special feature or abilities.

The Chaing-Ku are said to be the wisest of all dragons and masters of magic. They are also said to be the most experienced dimensional travelers and are constantly exploring other worlds and investigating (and often helping) alien people. All Chaing-Ku have a high regard for life and have always been fond of human beings. In many respects, the Chaing-Ku can be considered the Palladin or missionary of Dragonkind. They are famous for protecting people of all races against supernatural evil and helping people to learn and stand on their own. To this end, the dragon is usually happy to teach people scholarly skills (languages, literacy, lore, etc.), as well as offer hints and suggestions on how to do things more effeciently. Occassionly, a Chaing-Ku will teach Wizards (Spellcasters) a helpful spell, but usually nothing beyond the basic level unless the dragon knows the Wizard (Spellcaster) well and believes he will use his knowledge for good.


Initial Abilities
  • Immunity to Poison: Chaing-Ku Hatchlings take no damage from poisons, toxins, drugs, or gases.
  • Cold & Fire Resistance: Chaing-Ku Hatchlings are resistant to natural and magical sources of heat and cold, taking only half damage from any normal or Mega Damage, magical or natural, fire/heat or ice/cold attacks. In addition, they gain +4 to all Trait rolls when resisting the effects of ice/cold and fire/heat.
  • Metamorphosis: From birth Chaing-Ku are able to change their shape and size at will, appearing as any living creature from the size of a house cat to anything his natural size and weight. Chaing-Ku are able to maintain any such form indefinitely, even while sleeping.
  • Old and Wise: Begin with a die increase to both Smarts and Spirit.
  • Mystic Ways: Spellcasting at d8
  • AB (Enchantment): Enables the Chaing-Ku to make tattoos and enchanted potions and items.
  • AB (Magic): Typial route of all spellcasters.
  • Knowledge Seeker: Chaing-Ku Hatchlings gain 1 additional roll for the Hero's Journey table: Education
  • Little Bit of Everything: Start with Jack-of-All-Trades Edge.
Abilities available upon advancement
  • Master of Magic or Enchantment: Chaing-Ku must decide whether to Master in Magic or in Enchantment.
Removed.
  • Major Psionics: Chaing-Ku double their base ISP and gain +10 ISP from Power Points Edge.
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Re: Chaing-Ku Dragon Hatchling

Post by High Command »

I would make them start with one and learn the other via advancement. Big issue is figuring out PPE. they get 10 from Dragon, 10 from their first AB, and if we don't stop them, 10 from their second. I suggest this:

Chaing-Ku Dragon v 2.0
The Chaing-Ku dragon is extremely rare on the Palladium World. Earthlings will recognize it as a Chinese dragon with a long serpentine body with triangular shaped emerald green scales, two short forearms and one to two pairs of short legs; the feet have three toes. The head is slender and angular, and can look reptilian/dragon-like or a bit more lion-like; all have whiskers on their chin and a mouth filled with sharp teeth. The tail has no special feature or abilities.

The Chaing-Ku are said to be the wisest of all dragons and masters of magic. They are also said to be the most experienced dimensional travelers and are constantly exploring other worlds and investigating (and often helping) alien people. All Chaing-Ku have a high regard for life and have always been fond of human beings. In many respects, the Chaing-Ku can be considered the paladin or missionary of Dragonkind. They are famous for protecting people of all races against supernatural evil and helping people to learn and stand on their own. To this end, the dragon is usually happy to teach people scholarly skills (languages, literacy, lore, etc.), as well as offer hints and suggestions on how to do things more effeciently. Occassionly, a Chaing-Ku will teach Wizards (Spellcasters) a helpful spell, but usually nothing beyond the basic level unless the dragon knows the Wizard (Spellcaster) well and believes he will use his knowledge for good.

Initial Abilities
  • Immunity to Poison: Chaing-Ku Hatchlings take no damage from poisons, toxins, drugs, or gases.
  • Cold & Fire Resistance: Chaing-Ku Hatchlings are resistant to natural and magical sources of heat and cold, taking only half damage from any normal or Mega Damage, magical or natural, fire/heat or ice/cold attacks. In addition, they gain +4 to all Trait rolls when resisting the effects of ice/cold and fire/heat.
  • Metamorphosis: From birth Chaing-Ku are able to change their shape and size at will, appearing as any living creature from the size of a house cat to anything his natural size and weight. Chaing-Ku are able to maintain any such form indefinitely, even while sleeping.
  • Old and Wise: Begin with a die increase to both Smarts and Spirit.
  • Mystic Ways: Choose one from Arcane Background (Enchantment) or Arcane Background (Magic): This will be the dragon's primary magical style. They will be limited to gaining Master of Magic in this form only. Also gain a d8 in the arcane skill associated with this Arcane Background.
  • Knowledge Seeker: Chaing-Ku Hatchlings gain 1 additional roll for the Hero's Journey table: Education
  • Little Bit of Everything: Start with Jack-of-All-Trades Edge.
Abilities available upon advancement
  • Choose one from Arcane Background (Enchantment) or Arcane Background (Magic): The one that was not chosen before is gained now. Instead of the normal PPE gained from this, instead add 5 PPE to the dragon's total. Initial Powers are determined normally. Master of Magic will never apply to this Arcane Background.
Copy this for the code for the above

Code: Select all

[b][size=150]Chaing-Ku Dragon v 2.0[/size][/b] 
[i]The Chaing-Ku dragon is extremely rare on the Palladium World. Earthlings will recognize it as a Chinese dragon with a long serpentine body with triangular shaped emerald green scales, two short forearms and one to two pairs of short legs; the feet have three toes. The head is slender and angular, and can look reptilian/dragon-like or a bit more lion-like; all have whiskers on their chin and a mouth filled with sharp teeth. The tail has no special feature or abilities.[/i]

[i]The Chaing-Ku are said to be the wisest of all dragons and masters of magic. They are also said to be the most experienced dimensional travelers and are constantly exploring other worlds and investigating (and often helping) alien people. All Chaing-Ku have a high regard for life and have always been fond of human beings. In many respects, the Chaing-Ku can be considered the paladin or missionary of Dragonkind. They are famous for protecting people of all races against supernatural evil and helping people to learn and stand on their own. To this end, the dragon is usually happy to teach people scholarly skills (languages, literacy, lore, etc.), as well as offer hints and suggestions on how to do things more effeciently. Occassionly, a Chaing-Ku will teach Wizards (Spellcasters) a helpful spell, but usually nothing beyond [u]the basic level[/u] unless the [u]dragon[/u] knows the Wizard (Spellcaster) well and believes he will use his knowledge for good.[/i]

[b][u]Initial Abilities[/u][/b]
[list][*][b]Immunity to Poison[/b]: Chaing-Ku Hatchlings take no damage from poisons, toxins, drugs, or gases.
[*][b]Cold & Fire Resistance[/b]: Chaing-Ku Hatchlings are resistant to natural and magical sources of heat and cold, taking only half damage from any normal or Mega Damage, magical or natural, fire/heat or ice/cold attacks. In addition, they gain +4 to all Trait rolls when resisting the effects of ice/cold and fire/heat.
[*][b]Metamorphosis[/b]: From birth Chaing-Ku are able to change their shape and size at will, appearing as any living creature from the size of a house cat  to anything his natural size and weight. Chaing-Ku are able to maintain any such form indefinitely, even while sleeping.
[*][b]Old and Wise[/b]: Begin with a die increase to both Smarts and Spirit.
[*][b]Mystic Ways[/b]: [b]Choose one from Arcane Background ([url=http://savagerifts.com/sr/viewtopic.php?f=68&t=647]Enchantment[/url]) or Arcane Background (Magic)[/b]: This will be the dragon's primary magical style. They will be limited to gaining Master of Magic in this form only. Also gain a d8 in the arcane skill associated with this Arcane Background. 
[*][b]Knowledge Seeker[/b]: Chaing-Ku Hatchlings gain 1 additional roll for the Hero's Journey table: Education
[*][b]Little Bit of Everything[/b]: Start with Jack-of-All-Trades Edge. [/list]

[b][u]Abilities available upon advancement[/u][/b]
[list][*][b]Choose one from Arcane Background (Enchantment) or Arcane Background (Magic)[/b]: The one that was not chosen before is gained now. Instead of the normal PPE gained from this, instead add 5 PPE to the dragon's total. Initial Powers are determined normally. Master of Magic will never apply to this Arcane Background. [/list]
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

Oh, they look so cool. I would love to play one of these.
  • 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: Chaing-Ku Dragon Hatchling

Post by Radecliffe »

Their strength and vigor the same as other dragons? Are their starting attribute points and skills also the same? Just interested in clarifying their abilities. Looks good!
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

Radecliffe wrote:Their strength and vigor the same as other dragons? Are their starting attribute points and skills also the same? Just interested in clarifying their abilities. Looks good!
They should be about d12+1 Strength and start with d6 Smarts and Spirit IMO.
  • 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: Chaing-Ku Dragon Hatchling

Post by Radecliffe »

RFT wrote:
Radecliffe wrote:Their strength and vigor the same as other dragons? Are their starting attribute points and skills also the same? Just interested in clarifying their abilities. Looks good!
They should be about d12+1 Strength and start with d6 Smarts and Spirit IMO.
If you are increasing Smarts and Spirit one die each it would make sense to reduce Strength by 2 steps which would be a d12+2.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

Radecliffe wrote:
RFT wrote:
Radecliffe wrote:Their strength and vigor the same as other dragons? Are their starting attribute points and skills also the same? Just interested in clarifying their abilities. Looks good!
They should be about d12+1 Strength and start with d6 Smarts and Spirit IMO.
If you are increasing Smarts and Spirit one die each it would make sense to reduce Strength by 2 steps which would be a d12+2.
I chose not to go 1 for 1 as Strength is generally allowed to become ridiculous while the other tributes are prize possessions. But if GM's would buy it sure. The balance works out on 1 to 1. But Savaging Rifts suggest not trying to do 1 to 1.
  • 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: Chaing-Ku Dragon Hatchling

Post by Radecliffe »

That's fair but given the size of a dragon (even a scholastic one) d12+1 seems very weak. I'd think he'd have trouble just holding up his own bulk. If a player is going to pump up the Strength then why play the Chaing-Ku in the first place? Hardly a deal killer for me either way though.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Go with a d12+2 strength w/o a cap. leave the d8 Vigor w/o cap.

Not sure I entirely agree with the decrease in Smarts and Spirit though.
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

Sgt 86Delta wrote:Go with a d12+2 strength w/o a cap. leave the d8 Vigor w/o cap.

Not sure I entirely agree with the decrease in Smarts and Spirit though.
I would say they do have a Cap, Perhaps d12+4 for both or something. They are not very strong physically but what do you mean about a decrease in Spirit and Smarts?

I think you mean Increase, but I would point out that their Scholarly nature is very iconic to them. It is part of their description along with their love of learning multiple magics. They like to hide and think.
  • 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
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Game Master
Posts: 822
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Radecliffe wrote:Their strength and vigor the same as other dragons? Are their starting attribute points and skills also the same? Just interested in clarifying their abilities. Looks good!
Their Hero's Journey (TLPG 44) is the same as is the Very Young Complication (TLPG 47).

Again this Template is minus the following:
  • Flaming Scales
  • Teleportation
  • AB (Psionics)
  • Fire Breath
  • Flight
  • Limited Metamorphosis
  • Tail Lash
The Template would then include the following:
  • Slow Regeneration/Fast Regeneration
  • Low Light Vision/Infravision
  • Metamorphosis
  • Size +6/Size Increase
  • Armored Hide
  • Claws/Bite
  • Fear
  • Impervious to Fire (see Template above)
  • Inherently Magical (see Template above)
  • Mighty
  • Nigh-Immortality
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Rob,

Either you or James mentioned decreasing Chaing-Ku Hatchling's starting Smarts and Spirit to a d6 as opposed to the suggested d8.

Compared to the other dragons, yes the Chaing-Ku lack in numerous physical offensive capabilities but should not be (IMHO) denied the Strength and Vigor that comes from shear size and mass.
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

Sgt 86Delta wrote:Rob,

Either you or James mentioned decreasing Chaing-Ku Hatchling's starting Smarts and Spirit to a d6 as opposed to the suggested d8.

Compared to the other dragons, yes the Chaing-Ku lack in numerous physical offensive capabilities but should not be (IMHO) denied the Strength and Vigor that comes from shear size and mass.
um, I only see the following, I do not see a d8 any any version.

Old and Wise: Begin with a die increase to both Smarts and Spirit.


But yes the Chaing Ku is very small, not a Size 6, and definitely not unlimited strength potential. The adults are less physically strong than many other hatchlings.

I am not voting against I want to see this happen, just pointing out they are more like Size 3 or 4. Have less armor, less strength, and less vigor. But was more magic. They are literally born with knowledge of alchemy and another form of magic. I also am happy with the smarter and wiser, but think a little bump by sacrificing those unwanteds could be cool.
  • 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
Sgt 86Delta
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Joined: Sun Oct 15, 2017 4:47 pm

Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Rob,

I was compiling from notes and forgot that I had put in the option for a die type increase versus a standard d8 for Smarts and Spirit.

Valid points on the Size and Strength of the Chaing-Ku.
Construction Notes from HC
So, to start, there are two initial abilities that are most appropriate to swap out. These are both exactly mappable to SPC powers, and thus I will use them for equivalency.

Fire Breath
Dragon Breath - 9 PP
Swappable (2)
2d6(2), d10s (4), MD (1), Cone Only (0), Instead of Shooting vs Agility, its Agility -2 if under the cone. (0)
4d6 (4), MD (1), 12/24/48 (0)
Impervious to Fire - 10 PP

You might also play with the initial AB (4 PP): Psionics (2) + Psionics d6 (2)

Of the advanced abilities:
Flaming Scales - 2 PP
Damage Field 3d6 (6), MD (1), Duration: Spirit rounds (-2), 10 minute recharge (-2), Not Available at character creation) (-1)

Otherwise, only perhaps size and strength/vigor will be messed with, but those are easy to note the exceptions. I should note that when deciding limitations and abilities, I will default to what a hatchling would know how to do simply by being a dragon. Some things will start out only working in dragon form.
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

RFT wrote:
Sgt 86Delta wrote:Rob,

Either you or James mentioned decreasing Chaing-Ku Hatchling's starting Smarts and Spirit to a d6 as opposed to the suggested d8.

Compared to the other dragons, yes the Chaing-Ku lack in numerous physical offensive capabilities but should not be (IMHO) denied the Strength and Vigor that comes from shear size and mass.
um, I only see the following, I do not see a d8 any any version.

Old and Wise: Begin with a die increase to both Smarts and Spirit.


But yes the Chaing Ku is very small, not a Size 6, and definitely not unlimited strength potential. The adults are less physically strong than many other hatchlings.

I am not voting against I want to see this happen, just pointing out they are more like Size 3 or 4. Have less armor, less strength, and less vigor. But was more magic. They are literally born with knowledge of alchemy and another form of magic. I also am happy with the smarter and wiser, but think a little bump by sacrificing those unwanteds could be cool.
Adult Chaing-Ku can reach the size of a Flame Wind Dragon Hatchling (12 - 20 feet). Chaing-Ku Hatchlings would be 10% smaller (10 - 18 feet).

Weight wise Adult Chaing-Ku are 1000 lbs with Hatchlings being around 800 lbs.

Old and Wise: Begin with d6s in Smarts and Spirit with 3 points for die increases to only Smarts and/or Spirit. With no Maximum Limit.

Brain not Brawn: Not as strong or as big as their dragon cousins, Chaing-Ku start with Strength at d12+3 with a Maximum Limit of d12+5.

Healthy not Hardy: Chaing-Ku start with a Vigor of d6 with a Maximum Limit of d12.
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

Yeah.
1,000 lbs is literally the size of a large bear or a horse. So the Size should be about Size 3.

I like the changes you have there.
  • 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
Sgt 86Delta
Game Master
Posts: 822
Joined: Sun Oct 15, 2017 4:47 pm

Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

RFT wrote:Yeah.
1,000 lbs is literally the size of a large bear or a horse. So the Size should be about Size 3.

I like the changes you have there.
I think dropping the Strength Max Limit to d12+4 would be appropriate.

Would switching out
Little Bit of Everything
Start with Jack-of-All-Trades Edge
with
Gifted
MARS Vagabond (TLPG 29)
be over doing it.
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

Jack of all trades makes sense. But not the Vagabond one. That would be too much i think.
  • 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: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Chaing-Ku Dragon v 3.0
The Chaing-Ku dragon is extremely rare on the Palladium World. Earthlings will recognize it as a Chinese dragon with a long serpentine body with triangular shaped emerald green scales, two short forearms and one to two pairs of short legs; the feet have three toes. The head is slender and angular, and can look reptilian/dragon-like or a bit more lion-like; all have whiskers on their chin and a mouth filled with sharp teeth. The tail has no special feature or abilities.

The Chaing-Ku are said to be the wisest of all dragons and masters of magic. They are also said to be the most experienced dimensional travelers and are constantly exploring other worlds and investigating (and often helping) alien people. All Chaing-Ku have a high regard for life and have always been fond of human beings. In many respects, the Chaing-Ku can be considered the paladin or missionary of Dragonkind. They are famous for protecting people of all races against supernatural evil and helping people to learn and stand on their own. To this end, the dragon is usually happy to teach people scholarly skills (languages, literacy, lore, etc.), as well as offer hints and suggestions on how to do things more effeciently. Occassionly, a Chaing-Ku will teach Wizards (Spellcasters) a helpful spell, but usually nothing beyond the basic level unless the dragon knows the Wizard (Spellcaster) well and believes he will use his knowledge for good.

Initial Abilities
  • Immunity to Poison: Chaing-Ku Hatchlings take no damage from poisons, toxins, drugs, or gases.
  • Cold & Fire Resistance: Chaing-Ku Hatchlings are resistant to natural and magical sources of heat and cold, taking only half damage from any normal or Mega Damage, magical or natural, fire/heat or ice/cold attacks. In addition, they gain +4 to all Trait rolls when resisting the effects of ice/cold and fire/heat.
  • That's About the Size: From birth Chaing-Ku are able to change their shape and size at will, appearing as any living creature from the size of a house cat to anything his natural size and weight. Chaing-Ku are able to maintain any such form indefinitely, even while sleeping.
  • Old and Wise: Begin with d6s in Smarts and Spirit with 3 points for die increases to only Smarts and/or Spirit. With no Maximum Limit.
  • Mystic Ways: Choose one from Arcane Background (Enchantment) or Arcane Background (Magic): This will be the dragon's primary magical style. They will be limited to gaining Master of Magic in this form only. Also gain a d8 in the arcane skill associated with this Arcane Background.
  • Knowledge Seeker: Chaing-Ku Hatchlings have 3 Heroic Journey rolls from Education, Experience & Wisdom, Magic & Mysticism, and Training. They also have 1 additional roll for the Hero's Journey table: Education
  • Little Bit of Everything: Start with Jack-of-All-Trades Edge.
  • Brain not Brawn: Not as strong or as big as their dragon cousins, Chaing-Ku start with Strength at d12+3 with a Maximum Limit of d12+5. Their Size also starts at a 3 with a Maximum Limit of Size 6.
  • Healthy not Hardy: Chaing-Ku start with a Vigor of d6 with a Maximum Limit of d12.
Abilities available upon advancement
  • Choose one from Arcane Background (Enchantment) or Arcane Background (Magic): The one that was not chosen before is gained now. Instead of the normal PPE gained from this, instead add 5 PPE to the dragon's total. Initial Powers are determined normally. Master of Magic will never apply to this Arcane Background.


This Template is minus the following:
  • Hero's Journey (TLPG 44) (see Knowledge Seeker above)
  • Flaming Scales
  • Teleportation
  • Arcane Background (Psionics)
  • Fire Breath
  • Flight
  • Limited Metamorphosis
  • Tail Lash
  • Size +6/Size Increase
  • Mighty
This Template includes the following:
  • Very Young Complication (TLPG 47).
  • Slow Regeneration/Fast Regeneration
  • Low Light Vision/Infravision
  • Metamorphosis (see That's About the Size above)
  • Armored Hide
  • Claws/Bite
  • Fear
  • Impervious to Fire (see Cold & Fire Resistence above)
  • Inherently Magical (see Mystic Ways above)
  • Size Increase (see Brain not Brawn above)
  • Nigh-Immortality
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Re: Chaing-Ku Dragon Hatchling

Post by Radecliffe »

Does size increase work at the same rate as fire wind hatchlings? IE once at Seasoned and again at Heroic? If the max size is 6 for the Chaing-Ku is there a their rank to upgrade? Perhaps at Veteran? Does the Chaing-Ku still gain a die in strength with each increase like the Flame Wind? If so that would have the dragon end up with a d12+6 strength.

In the summary it says gives one extra HJ roll for Education but you the write up is giving the Chaing-Ku a total of 4 rolls as opposed to 2 for the Flame Wind. Just want to make sure that isn't a typo.

Ok, that's all the questions I can find to ask. ;)

Really like this write up by the way. I'd totally play one of these. Just needs to fill in the gaps a bit.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

I honestly feel like others need to look at this.

I am also worried that the Deliberate work around of the Young Hindrance by adding so many extra points for Smarts and Spirit, and all the extra Heroes Journey rolls on Education will add up to this being a MARS Dragon hybrid when written.

I really want this one to pass, but the Dragon is 96 points because so many of those points are tied up in silliness like Size +6 and Strength +8 and Vigor +2. If we start taking those off on one to one basis for Savaging we end up with a super star.

The skills in Palladium are pretty narrow.
Rifts World Book 3: England pg 46 wrote:R . C . C . Skills:
All domestic skills (common knowledge in Savage Worlds)
basic math ( + 1 0% ) (common knowledge in Savage Worlds)
art ( + 1 0% )
land navigation & wilderness survival (basically 1 skill)
streetwise
disguise ( + 5%)
holistic medicine ( + 5 % )
climbing ( + 1 0%)
faerie lore ( + 1 5 %)
demon & monster lore ( + 5 % )
select two basic piloting skills ( + 5 % )
three ancient and three modem weapon proficiencies
  • 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: Chaing-Ku Dragon Hatchling

Post by Radecliffe »

The attribute points is odd and I do see what you mean about the Young end run. Also, the way it is written all hatchlings are stuck with a d4 in Agility until they get to spend their hindrance points.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

Radecliffe wrote:The attribute points is odd and I do see what you mean about the Young end run. Also, the way it is written all hatchlings are stuck with a d4 in Agility until they get to spend their hindrance points.
I asked for people in the hangouts to come offer feedback. This is one of my top five favorites from Rifts and I would love to see it pass so I can finally play an alchemist/enchanter (was denied when I first wanted to play one last year)
  • 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: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Alot of this Dragon's powers are tied up in its Abilities and it's Magic.
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Radecliffe wrote:The attribute points is odd and I do see what you mean about the Young end run. Also, the way it is written all hatchlings are stuck with a d4 in Agility until they get to spend their hindrance points.
From the TLPG 47
Very Young: Dragon Hatchlings start out very young. They begin 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 an extra Benny each session.
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Re: Chaing-Ku Dragon Hatchling

Post by Radecliffe »

Sgt 86Delta wrote:
Radecliffe wrote:The attribute points is odd and I do see what you mean about the Young end run. Also, the way it is written all hatchlings are stuck with a d4 in Agility until they get to spend their hindrance points.
From the TLPG 47
Very Young: Dragon Hatchlings start out very young. They begin 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 an extra Benny each session.
The point that Rob was making and I commented on was that with the elevation of both Smarts and Spirit and still having 3 attribute points to spend really negates that aspect of the Young hindrance. The Jack of All Trades goes a long ways towards negating the lack of skills imposed by the Young hindrance as well.

The Jack of All Trades does not seem like a big deal to me and I'd leave it in. However, I do think that the starting attribute points should be reduced to 2 and not restricted to just Smarts and Spirit.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

I see what you are getting at james.
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

Radecliffe wrote:
Sgt 86Delta wrote:
Radecliffe wrote:The attribute points is odd and I do see what you mean about the Young end run. Also, the way it is written all hatchlings are stuck with a d4 in Agility until they get to spend their hindrance points.
From the TLPG 47
Very Young: Dragon Hatchlings start out very young. They begin 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 an extra Benny each session.
The point that Rob was making and I commented on was that with the elevation of both Smarts and Spirit and still having 3 attribute points to spend really negates that aspect of the Young hindrance. The Jack of All Trades goes a long ways towards negating the lack of skills imposed by the Young hindrance as well.

The Jack of All Trades does not seem like a big deal to me and I'd leave it in. However, I do think that the starting attribute points should be reduced to 2 and not restricted to just Smarts and Spirit.
Perfectly captured my concerns combined with...


Let me put them all together here so I can express what I am thinking.

A normal dragon normally gets 13 Attributes, 10 skills & 2 rolls on HJ (as 3 Very Young + 10 Assigned points + 10 skill points Very Young & Two HJ Rolls)
If I understand correctly this dragon gets 14 Attributes, 10 Skills & 4 rolls on HJ. (as 3 Very Young + 3 Old & Wise +9 Assigned & Four H&J rolls)
  • 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: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

May need to go back to point buy purchasing to equate everything. I see these dragon's losing a lot in the build.
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Re: Chaing-Ku Dragon Hatchling

Post by hobo joe »

This is the MARS Dragon! Make a Rogue Scholar dragon...

What's the difference between a MARS and an Iconic Framework?

IF's have a lot of crazy powerful specific stuff with little player choice. MARS on the other hand are less out of the box powerful, but have far more customization options. So, the Chiang-ku is far less powerful to start, but crazy customizable. Maybe the "IF" powers are things like taking more than one AB (more than two even?).

A MARS Dragon, let's see, would keep the minimum of powers that make a dragon a dragon, and then strip away all the rest. Provide then basic points like a MARS character has, with one or two edges (just edges? new "powers"?)

I don't solve things, just complicate them. Thanks. Out. Mic drop. Boom.
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Rob/RFT wrote:That can be done with a modifier Racial Shape change. Something like a switchable power.
Disguise Imitation Switchable x2
- Shape Change Size 3, -2 no stats change
- Intangibility (body of mist)

based from SPC2
It will be about 10 of your racial build point, but you can also include Body of mist
There is a 2 point tax for adding them abilities
Rob • 8:52 AM
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Soren/Freemage wrote: Sgt, regarding the dragon,
  • if you are doing race and IF separate, then you start fresh.
  • If you are just doing a whole-hog dragon IF/race combo, then reskinning flame wind is the way to go.
Soren • 7 mins
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Savage Dragons by Richard Woolcock

Racial Traits
Draconic Might: Strength d8 instead of d4
Scourge: Not sure this applies to the noble Chaing-Ku
Rending Teeth and Claws: Str+d4; Suffer MAP
Low Light Vision: Ignore Attack Penalties for Dim and Dark Lighting.
Newly Hatched: Size -1; Reduce Toughness by 1
Prehensile Forefeet: Chaing-Ku have six legs all of which are Prehensile
Draconic Breath: No Breath Weapon
Temperament: Chaing-Ku would not normally be Greedy, Mean, Stubborn, Vainglorious, or Vengeful
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Flame Wind Dragon Hatchling [96]
2 Hero's Journey rolls: roughly an edge each [4 Power Points]
Unlimited Growth Potential: essentially a unique category of iconic edges [0 Power Points]
Arcane Background: edge and two skill levels [4 Power Points]
Armored Hide: Armor eight levels, heavy, Toughness six levels, both Limited - dragon form [16 Power Points]
Claws/Bite: Attack, Melee three levels, heavy, armor piercing two, Limited - dragon form [8 Power Points]
Fear: Limited - dragon from [2 Power Points]
Fire Breath: Attack, Ranged, three levels, switchable with Attack, Ranged, enhanced damage, mandatory cone, Limited - dragon from [7 Power Points]
Flight: double pace, climb 0, Limited - dragon from [3 Power Points]
Impervious to Fire: Resistance ten to fire/heat [10 Power Points]
Infravision: Heightened Senses one level [1 Power Points]
Inherently Magical: can take a second AB, the power points benefits of Major Psioinic for PPE, roughly an edge [2 Power Points]
Limited Metamorphosis: Shape Change size 0 retains Strength and Vigor (probably a +2 extra) or Chameleon, limited to single form, limited duration, limited six hour cool down [1 Power Points]
Mighty: +2 steps Super Strength, +2 levels Super Vigor, both uncapped [10 Power Points]
Nigh-Immortality: Ageless, Immune to disease and Immune to poison [3 Power Points]
Size +6: Growth 6, Strength is always on (custom extra, priced as +2), Limited - all or nothing [19 Power Points]
Slow Regeneration: Regeneration level one with Regrowth [4 Power Points]
Tail Lash: limited version of Sweep edge, with Attack, Melee one level, both Limited - dragon from [2 Power Points]
Total Cost = [96 Power Points] for an incredibly versatile and powerful Iconic Framework. By far the highest cost Framework, with more points than a Cosmic Super Karma character. Very powerful creatures, to be feared and respected. Especially if they take some of the available Unlimited Growth Potential edges; Metamorphosis to gain long-term infiltration ability, Fast Regeneration to get nearly unstoppable in combat (regardless of form), Flaming Scales to increase damage output even further, or Size Increase to be a more fearsome tank.
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Tackling this beast from another angle.

Deconstructing (Gaining Build Points) the Flame Wind Dragon Hatchling

[FWDH] FWD Hatchling (Novice 1) - [CKYD] Chaing-Ku Young Dragon (Seasoned 1)

[*][FWDH] [*]Size +6:
  • SPC2 Growth (3/Level): Size 0 to Size 6 (18 BP)
  • Monster (-2 BP)
  • Mighty: Strength related to Size: d8 at Size 0. d12+4 at Size 6 (0 BP, see Growth,SPC2)
[*][CKYD] Size +3:
  • SPC2 Growth (3/Level): Size 0 to Size 3 (9 BP)
  • Monster (-2 BP)
  • Mighty: Strength related to Size: d8 at Size 0. d12+1 at Size 3 (0 BP, see Growth,SPC2)
Build Points
Available: 9 BP
[*][FWDH] Mighty:
  • TLPG Attribute Increase (2/Level): Vigor d8 (4 BP)
[*][CKYD] Mighty:
  • TLPG Attribute Increase (2/Level): Vigor d6 (2 BP)
Build Points
Available: 2 BP
[*][FWDH] [*]Tail Lash:
  • TLPG Natural Weaponry (1/Level): Str+d6 to Str+d8 (2 BP)
  • SPC2 Attack, Melee: Heavy Weapon (1 BP)
[*][CKYD] No Tail Lash Ability
Build Points
Available: 3 BP
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

Since you keep asking for relative point balance let me give you this as a baseline
Flame Wind Dragon Hatchling ~96 Build Points
2 Hero's Journey rolls: roughly an edge each [4 Power Points]
Unlimited Growth Potential: essentially a unique category of iconic edges [0 Power Points]
Arcane Background: edge and two skill levels [4 Power Points]
Armored Hide: Armor eight levels, heavy, Toughness six levels, both Limited - dragon form [16 Power Points]
Claws/Bite: Attack, Melee three levels, heavy, armor piercing two, Limited - dragon form [8 Power Points]
Fear: Limited - dragon from [2 Power Points]
Fire Breath: Attack, Ranged, three levels, switchable with Attack, Ranged, enhanced damage, mandatory cone, Limited - dragon from [7 Power Points]
Flight: double pace, climb 0, Limited - dragon from [3 Power Points]
Impervious to Fire: Resistance ten to fire/heat [10 Power Points]
Infravision: Heightened Senses one level [1 Power Points]
Inherently Magical: can take a second AB, the power points benefits of Major Psioinic for PPE, roughly an edge [2 Power Points]
Limited Metamorphosis: Shape Change size 0 retains Strength and Vigor (probably a +2 extra) or Chameleon, limited to single form, limited duration, limited six hour cool down [1 Power Points]
Mighty: +2 steps Super Strength, +2 levels Super Vigor, both uncapped [10 Power Points]
Nigh-Immortality: Ageless, Immune to disease and Immune to poison [3 Power Points]
Size +6: Growth 6, Strength is always on (custom extra, priced as +2), Limited - all or nothing [19 Power Points]
Slow Regeneration: Regeneration level one with Regrowth [4 Power Points]
Tail Lash: limited version of Sweep edge, with Attack, Melee one level, both Limited - dragon from [2 Power Points]
Total Cost = [96 Power Points] for an incredibly versatile and powerful Iconic Framework. By far the highest cost Framework, with more points than a Cosmic Super Karma character. Very powerful creatures, to be feared and respected. Especially if they take some of the available Unlimited Growth Potential edges; Metamorphosis to gain long-term infiltration ability, Fast Regeneration to get nearly unstoppable in combat (regardless of form), Flaming Scales to increase damage output even further, or Size Increase to be a more fearsome tank.
  • 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: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Flame Wind Dragon Hatchling starts with four legs, would it be assumed that they are prehensile? If so, that would means that means each has an action they can perform via SPC2 Extra Limb pg 28.

Chaing-Ku are in dragon form six legged and prehensile with all six legs.
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

Sgt 86Delta wrote:Flame Wind Dragon Hatchling starts with four legs, would it be assumed that they are prehensile? If so, that would means that means each has an action they can perform via SPC2 Extra Limb pg 28.

Chaing-Ku are in dragon form six legged and prehensile with all six legs.
I would not consider a Flamewing dragon to have extra limbs. It only uses 2 forelimbs for most stuff, and it does not get an extra action.
  • 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: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Chaing-Ku are six legged in dragon form and would have Extra Limbs x2. (6 build points)

Rift Mastery - SPC2 Teleport (3) with Teleport Other (+5) and Traverse (+3) (11 build points)

Ley Line Walking - fly (4) for double pace, limitation (1) only on Ley Lines (3 build points)
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

Sgt 86Delta wrote:Chaing-Ku would be Extra Limbs x2. (6 build points)

Rift Mastery - would consider SPC2 Teleport (3) with Teleport Other (+5) and Traverse (+3) (11 build points)

Ley Line Walking - fly (4) for double pace, limitation (1) only on Ley Lines
Sure.
  • 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: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Metamorphosis - SPC 2 Shape Change (4 bp) +2 Sizes larger than his current dragon size, Size 3 (5 bp).


3) Ley Line Walking - fly (4) for double pace, limitation (1) only on Ley Lines (3 build points)

2) Rift Mastery - SPC2 Teleport (3) with Teleport Other (+5) and Traverse (+3) (11 build points)

1) Chaing-Ku are six legged in dragon form and would have Extra Limbs x2. (6 build points)
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Sgt 86Delta wrote:Metamorphosis - SPC 2 Shape Change (4 bp) +2 Sizes larger than his current dragon size, Size 3 (5 bp).
Chaing-Ku Size
[*][FWDH] [*]Size +6:
  • SPC2 Growth (3/Level): Size 0 to Size 6 (18 BP)
  • Monster (-2 BP)
  • Mighty: Strength related to Size: d8 at Size 0. d12+4 at Size 6 (0 BP, see Growth,SPC2)
[*][CKYD] Size +3:
  • SPC2 Growth (3/Level): Size 0 to Size 3 (9 BP)
  • Monster (-2 BP)
  • Mighty: Strength related to Size: d8 at Size 0. d12+1 at Size 3 (0 BP, see Growth,SPC2)
Available: 9 BP



3) Ley Line Walking - fly (4) for double pace, limitation (1) only on Ley Lines (3 build points)

2) Rift Mastery - SPC2 Teleport (3) with Teleport Other (+5) and Traverse (+3) (11 build points)

1) Chaing-Ku are six legged in dragon form and would have Extra Limbs x2. (6 build points)
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

It was mentioned once before by James about the Young Hindrance of Flame Wind Dragon Hatchlings.
Radecliffe wrote:
Sgt 86Delta wrote:
Radecliffe wrote:The attribute points is odd and I do see what you mean about the Young end run. Also, the way it is written all hatchlings are stuck with a d4 in Agility until they get to spend their hindrance points.
From the TLPG 47
Very Young: Dragon Hatchlings start out very young. They begin 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 an extra Benny each session.
The point that Rob was making and I commented on was that with the elevation of both Smarts and Spirit and still having 3 attribute points to spend really negates that aspect of the Young hindrance. The Jack of All Trades goes a long ways towards negating the lack of skills imposed by the Young hindrance as well.

The Jack of All Trades does not seem like a big deal to me and I'd leave it in. However, I do think that the starting attribute points should be reduced to 2 and not restricted to just Smarts and Spirit.

Chaing-Ku are rare. Those that mate are very protective of their young. Most young Chaing-Ku are at least a 100 years old or more.

Chaing-Ku Young Adult Dragons would be the equivalant of a Seasoned 1 ranked player.

3) Ley Line Walking - fly (4) for double pace, limitation (1) only on Ley Lines (3 build points)

2) Rift Mastery - SPC2 Teleport (3) with Teleport Other (+5) and Traverse (+3) (11 build points)

1) Chaing-Ku are six legged in dragon form and would have Extra Limbs x2. (6 build points)
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Sgt 86Delta wrote:Flame Wind Dragon Hatchling [96]
2 Hero's Journey rolls: roughly an edge each [4 Power Points]
Unlimited Growth Potential: essentially a unique category of iconic edges [0 Power Points]
Arcane Background: edge and two skill levels [4 Power Points]
Armored Hide: Armor eight levels, heavy, Toughness six levels, both Limited - dragon form [16 Power Points]
Claws/Bite: Attack, Melee three levels, heavy, armor piercing two, Limited - dragon form [8 Power Points]
Fear: Limited - dragon from [2 Power Points]
Fire Breath: Attack, Ranged, three levels, switchable with Attack, Ranged, enhanced damage, mandatory cone, Limited - dragon from [7 Power Points]
Flight: double pace, climb 0, Limited - dragon from [3 Power Points]
Impervious to Fire: Resistance ten to fire/heat [10 Power Points]
Infravision: Heightened Senses one level [1 Power Points]
Inherently Magical: can take a second AB, the power points benefits of Major Psioinic for PPE, roughly an edge [2 Power Points]
Limited Metamorphosis: Shape Change size 0 retains Strength and Vigor (probably a +2 extra) or Chameleon, limited to single form, limited duration, limited six hour cool down [1 Power Points]
Mighty: +2 steps Super Strength, +2 levels Super Vigor, both uncapped [10 Power Points]
Nigh-Immortality: Ageless, Immune to disease and Immune to poison [3 Power Points]
Size +6: Growth 6, Strength is always on (custom extra, priced as +2), Limited - all or nothing [19 Power Points]
Slow Regeneration: Regeneration level one with Regrowth [4 Power Points]
Tail Lash: limited version of Sweep edge, with Attack, Melee one level, both Limited - dragon from [2 Power Points]
Total Cost = [96 Power Points] for an incredibly versatile and powerful Iconic Framework. By far the highest cost Framework, with more points than a Cosmic Super Karma character. Very powerful creatures, to be feared and respected. Especially if they take some of the available Unlimited Growth Potential edges; Metamorphosis to gain long-term infiltration ability, Fast Regeneration to get nearly unstoppable in combat (regardless of form), Flaming Scales to increase damage output even further, or Size Increase to be a more fearsome tank.
It should be noted that Flamins Scales is not included in this list. Not sure why, but it is a Hatchling abilitiy.

Flaming Scales: Damage Field (fire) [3 Power Points], INC Level (3d6) [3 Power Points], Heavy Weapon (MDC) [1 Power Point], Limited - dragon form [-2 Power Points]
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Radecliffe wrote:Does size increase work at the same rate as fire wind hatchlings? IE once at Seasoned and again at Heroic? If the max size is 6 for the Chaing-Ku is there a their rank to upgrade? Perhaps at Veteran? Does the Chaing-Ku still gain a die in strength with each increase like the Flame Wind? If so that would have the dragon end up with a d12+6 strength.
In regards to Size Increase compared to Flame Wind Dragon Hatchlings, I would say no.

Size Increase would likely happen at Seasoned, Heroic, and Legendary. Or maybe at Veteran and Legendary only. Not every Rank Increase.
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

Young Adult is legendary for Flame Wing


Flaming scales is a separate edge, so it does not belong in a racial assessment
  • 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."
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

RFT wrote:Young Adult is legendary for Flame Wing


Flaming scales is a separate edge, so it does not belong in a racial assessment
Wouldn't that apply as well to Impervious to Fire?
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

Sgt 86Delta wrote:
RFT wrote:Young Adult is legendary for Flame Wing


Flaming scales is a separate edge, so it does not belong in a racial assessment
Wouldn't that apply as well to Impervious to Fire?
No,
impervious to Fire in inherent to the Flame Wing dragon. While Damage Field requires taking an edge and cannot be done until they have advanced to Seasoned. None of the iconic edges are included in the weighting of any iconic framework simply because they require taking the edge. (Although I would argue some like Major Psionic and Master of Magic/Master Psionic are obviously broken and in their inherent design.)
  • 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: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

RFT wrote:
Sgt 86Delta wrote:
RFT wrote:Young Adult is legendary for Flame Wing


Flaming scales is a separate edge, so it does not belong in a racial assessment
Wouldn't that apply as well to Impervious to Fire?
No,
impervious to Fire in inherent to the Flame Wing dragon. While Damage Field requires taking an edge and cannot be done until they have advanced to Seasoned. None of the iconic edges are included in the weighting of any iconic framework simply because they require taking the edge. (Although I would argue some like Major Psionic and Master of Magic/Master Psionic are obviously broken and in their inherent design.)
First I misread and have misunderstood the Flaming Scales for nearly two years. I assumed it was a Novice level ability, and not an edge to be taken later in advancement.

Second, I agree with this IF being BROKEN in regards to edges like Major Psionic and Master of Magic/Master Psionic.
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Chaing-Ku as a Grackletooth Mystic

MYSTIC
  • Trappings
  • Celestial Silver --> Enchanted Mediums
  • Courage
  • Gift of Life --> Wound Transfer?
  • Holy Presence --> Self-Activated Enchantments
  • Holy Ward --> Enchanted Ward
  • Soul Blast --> Cosmic Projection
  • Mystic Abilities and Bonuses
  • AB (Miracles) --> AB (Enchantment)
  • AB (Psionics)
  • Cosmic Confluence
  • Master of Magic --> Master of Enchantment
  • Mystic Awareness
  • Spiritual Channel -->
GRACKLE TOOTH
  • Cyber Resistant
  • Distinctive D-Bee --> Outsider (Outsider & Enemy)*
  • Issues with Cold -->
  • Just How I was Raised
    • Mystic Higher Standard: For no added benefit, a Mystic must take a Hindrance representing his spiritual path and cosmological belief system such as Code of Honor, Major Pacifist, or Major Vow (the vow must be "good" per GM's approval). He must hold to that or risk his Arcane Background (Miracles) powers (per Protector in Savage Worlds).
    • "Just How I was Raised": Grackles have the Heroic or Overconfident Hindrance for no additional points (the other may be chosen as normal).
  • Natural Weapons --> No Tail Slap*
  • Powerful*
  • Prehensile Tail --> No Tail, but 2 Extra Limbs that are Prehensile*
  • Restricted Path --> Remove
  • "Stuff Ain't Built for Me" *
  • Size +2 --> Size +3*
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

You need to come up with something to balance restricted path.

Also the Mystic limitation is assumed into the Mystic package, so you need to come up with something else for the "Just How I was Raised" replacement.
  • 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: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

RFT wrote:You need to come up with something to balance restricted path.

Also the Mystic limitation is assumed into the Mystic package, so you need to come up with something else for the "Just How I was Raised" replacement.
[*] Restricted Path --> Poverty (Minor) --> a Chaing-Ku's generosity is legendary. Only keeping the bare necessities, everything else is donated to the "needy".

[*] "Just How I was Raised": Chaing-Ku have the Heroic Hindrance for no additional points.
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

Works for me
  • 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: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Sgt 86Delta wrote:GRACKLE TOOTH
  • Cyber Resistant
  • Distinctive D-Bee --> Outsider (Outsider & Enemy)* (Enemy -2 BP)
  • Issues with Cold --> (-1 BP)
  • "Just How I was Raised": Chaing-Ku have the Heroic Hindrance for no additional points.
  • Natural Weapons --> No Tail Slap* (-1 BP)
  • Powerful*
  • Prehensile Tail --> No Prehensile Tail, but 2 Extra Limbs that are Prehensile* (Tail -3 BP) (2 Extra Limbs +6 BP)
  • Restricted Path --> Poverty (Minor) --> a Chaing-Ku's generosity is legendary. Only keeping the bare necessities, everything else is donated to the "needy".
  • "Stuff Ain't Built for Me" *
  • Size +2 --> Size +3* (+1 BP)
A.R.E.S. Hero
Master of Your Destiny
  • Origin: Divine Origin
  • Divine Resilience: Nigh-Immortality. Slow Regeneration.
  • Inherently Arcane: Inherently Magical. AB (Tattoos). This painful process grants tattoos equal to 6 strain and 10 PPE (in addition to the 2 PPE for each tattoo.)
  • Duty to Megaverse: In the Thick of It. Due to your penchant to take insane risks and generally be in the thick of it, you simply make a habit of being in just the wrong place at the wrong time. This hero is hit by adjacent fire (using the Innocent Bystander rules) on a 1-2 for single-shot weapons, and a 1-3 for shotguns or full-auto fire.
  • Divine Rivalry: Demons and Deevils. Enemy (Major) for Demons and Deevils.
  • Power and Greatness #1: Superior Arcane Power
  • Arcanist Extraordinaire
  • AB (Alchemy):
  • Rapid Recharge Edge:
  • Extra Power Edge:
  • K/Alchemy (Sm) d6
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

The idea was taking the shape change powers
  • 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: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

RFT wrote:The idea was taking the shape change powers
Origin: Supernatural Creature - Beast Mode

or

Power and Greatness: Animal Shape Change
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

P&G Shape Change x2 is what i expected to be taken from ARES.

PS: We should also see what VV builds.
  • 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: Chaing-Ku Dragon Hatchling

Post by Venatus Vinco »

CHIANG-KU DRAGON HATCHLING
This breed of dragon differs significantly from its gigantic fire breathing brethren. The emerald skinned Chiang-Ku are wise masters of mystical arts, deeply knowledgeable in many forms of magic who have lived among humans for generations. They are rumored to have taught dimensional travel, stone magic, and the secrets of mystical tattoos to the Atlanteans and African civilizations. In other parts of the world they shared knowledge of geomancy, pyrotechnics, and mathematics to the Chinese. They had a hand in the creation of the standing stones of England and France, the pyramids of Egypt, and even the great cities of Atlantis. For the Chiang-Ku, earth was their adopted home away from home - although nobody knows where they were originally from. They loved to spend time living among humans, both in their dragon form, and in human or animal form. Unfortunately, the great disaster of Atlantis that closed earth to mystical energy for so long resulted in the death of many of these great mystic dragons, and the few that survived were trapped with little access to magic. The rise of the Rifts has seen the Chiang-Ku begin to emerge and take an interest in Rifts earth once again, eggs that had lay dormant for centuries have begun to hatch due to the new abundance of magic. While still rare, the Chiang-Ku walk amongst humans, and d-bees, again trying to influence their culture, share knowledge, and help them to rise from disaster.

HEROES JOURNEY (2 ROLLS)
Due to their very young starting age, as well as their enormous magical potential, Chiang-Ku Dragon Hatchlings only gain two rolls on the Hero’s Journey Tables. They are restricted to Education, Magic & Mysticism, and Training, each of which represents something imprinted on the dragon’s psyche from a parent at birth.

A WHOLE NEW WORLD
Most Chiang-Ku perished in the fall of Atlantis. Precious few survived and waited out the millenia in secret. Players of Ciang-Ku in Savage Rifts are new Hatchlings, born weeks or months ago after their long dormant egg was bathed in mystic energy from the explosion of ley lines.

MYSTICAL WISDOM
While not as large or enormously strong as traditional dragons they do develop physically along the way. Chiang-Ku can grow deeply in their appreciation of the arcane arts as they gain in experience. The following additional abilities can be taken as advances.

Magical Prowess. Their familiarity with magic means Chiang-Ku can learn traditional spellcasting in addition to their alchemical knowledge. They gain the Arcane Background (Magic), three spells, and Spellcasting d4. No additional P.P.E. is gained but they can draw from their already considerable base. This edge allows them to select Ley Line Walker Iconic Edges and learn additional spells via the New Power edge. This ability can be selected at Novice rank.

Size Increase. As Chiang-Ku grow they gain in size and strength. Increase Dragon Form size to +5 and Toughness by 2. Also increase Strength by +1 die type. Seasoned.

Tattoo Master. As the originators of Tattoo Magic this ability allows the Chiang-Ku to imbue magical tattoos on other beings - including other dragons! The tattooing process is painful for mortals and requires 2d6 weeks (or more) involving multiple sessions per day, time for recovery, and then starting again. This ability can be selected at Veteran rank.

Dimensional Traveller: While they do not possess inherent teleportation abilities, many Chiang-Ku dedicate themselves to the practice of dimensional travel. These students gain a +4 on all efforts to open and manipulate Rifts (see Characters, Ley Lines, and Rifts in the Savage Rifts® Game Master’s Handbook). They also gain +2 when using the banish Power. This ability can be selected at Veteran rank.

CHIANG-KU ABILITIES & BONUSES
Most of special abilities can be used in either full dragon form or when he is changed into humanoid form. Exceptions are noted.
  • ASTOUNDING ALCHEMISTS: While most known for their Elixir of Power and Deceit the Chiang-Ku have a knack for alchemy, enchanting potions and making magical items. Most of their creations comes in the form of potions, elixirs, teas, powders, or charms. They begin with Arcane Background (Alchemy) and the Alchemy skill at d6 (use Use Arcane Background (Enchanter) rules found on SavageRifts.com).
  • TATTOO MAGIC: As the originators of Tattoo Magic all Chiang-Ku are born with the Marks of Heritage and begin play with the Flaming Sword and the Eye of Knowledge tattoos for no Strain cost. Additionally, their Eye of Knowledge is always activated allowing them to speak, read, and write any language. If it’s one the dragon never heard before, she becomes conversational in minutes and fluent in a few hours. Additional Tattoos can be added as advances with normal Strain cost.
  • MYSTICAL AWARENESS: In addition to their knowledge of alchemy, Chiang-Ku Hatchlings have an innate knowledge of all types of magic and begin with Knowledge (Arcana) d8. Their awareness of magic allows them to detect arcana, interpreted as sight, for no P.P.E. cost using their Notice skill. Chiang-Ku can also detect ley lines and rifts (per the Ley Line Walker) and even other dragons (add +2 to Notice when using detect arcana to sense the presence of dragons, even those in humanoid form).
  • CREATURES OF MAGIC: They have a natural pool of 15 PPE (in addition to those gained from AB Alchemy) and can use any Techno-Wizard devices. Additionally, whenever they take the Power Points Edge, they gain +10 PPE instead of +5.
  • METAMORPH MASTERS: Generations of living among humans have given Chiang-Ku excellent shape shifting abilities. They may change shape and size at will, appearing as any living creature from the size of a house cat to anything their natural size and weight. They can maintain any such form indefinitely, even while sleeping. The dragon gains no special properties of what they mimic, only the size and appearance, but retain all of their own abilities except those only usable in dragon form. Any personal gear carried is assumed into any new shape.
  • NATURAL ABILITIES: Regardless of their form Chiang-Ku dragons are ageless immortals who are immune to poison and disease can make a natural healing roll once per day. They begin play with d10 Strength, d6 Smarts, and d8 Vigor and these attributes have no maximum. Their Low Light Vision allow them to ignore all illumination penalties. While not impervious to fire, they are resistant to fire (including plasma) and cold. This grants +4 Armor against fire or cold damage, and +4 to rolls made to resist opposed rolls or effects of fire or cold.
  • DRAGON FORM: In their dragon form Chiang-Ku are long and serpent like measuring from ten to twenty feet long, standing about four feet at the shoulders (Size 3 adds +3 Toughness). Their scales are emerald or jade green in colour and they often have flowing fins and whiskers. Their claws are sharp do Str+2d6 Mega Damage (AP 4) and their scales provide +8 MDC armor in addition to Toughness bonuses from size.

COMPLICATIONS
For all their power, Dragon Hatchlings begin life with a number of limitations and difficulties.
  • Cybernetics: Dragons cannot take cybernetics at any point. Their bodies reject such foreign implants.
  • Endangered Species: Chiang-Ku Dragons are dying out across the MegaVerse. Their rarity is partly due to their near extinction on Earth but is also a result of being hunted for their valuable knowledge. The Federation of Magic, the Splugorth, and the Coalition States all desire to acquire or kill Chiang-Ku. Their knowledge of the secrets of Tattoo Magic and Alchemy also make them hunted by Demon Lords, powerful wizards, and others who would take advantage of their power.
  • Form Limits: If a dragon transforms into a humanoid race with a restriction based on its body type (such as Non-Standard Physiology, see page 51), 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.
  • Large: When not shape shifted into a humanoid form, dragons make for very big targets. Normal-sized opponents gain +2 on all attacks against them.
  • Outsider: 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 Hindrance.
  • Affinity to Humans: A desire to live among and help human beings is imprinted into almost every Chiang-Ku. Even those who are evil prefer to lord over human followers more than any other race. Regardless of their intentions, their presence in the lives of people tends to cause many unintended consequences and their desire to help is often misplaced, abused, or a comedy of errors.
  • 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 the first session. He may then select another Hindrance at the end of the second session, and a last one at the end of the third session. Only when all Hindrances are selected (one Major and two Minor, per normal rules), 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 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 an extra Benny each session.

TO SURVIVE AND THRIVE
  • The Chiang-Ku do not have as much raw power as regular dragons and will have to learn to use their amazing magical flexibility and ability to shapeshift to their advantage.
  • Having a variety of magical options makes the Chiang-Ku hatchling a versatile magic user but can pull advances in many different directions. An early decision will need to be made on specialization versus versatility.
  • Shapeshifters are always held with suspicion, if using their metamorphosis to hide their identity the Chiang-Ku better be ready for unexpected consequences when their true nature is discovered.
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

I would say Make Tattoos require a dramatic tasks at -2 per strain/rank of the power/tattoo. Each failure causes 1 fatigue to the target, critical failure causes 2, this can kill the target.

MYSTICAL AWARENESS: change wording to "use notice or arcane skill whichever is higher"

Change "any gear carried" to "any personal gear carried"


Very Young: While the Chang Ku are young I think they should be allowed to keep the divercity of skills provided by the full skill points. Consider balancing this by including in their race that they start with Knowledge (Arcane) d8, normally a 2 point racial ability. This when combined with their d6 in Alchemy will balance as 15 effective point even if 5 are spent already.


For consideration:
Consider taking away the +10 PPE each time they take powr points (Chang Ku don't have a whole lot) and instead give them the ability to take a third PPE based AB, gaining no additional PPE, but they do gain the powers listed and are required to learn the additional skill. This will allow for those who know incantations or weird science.
If the Chang Ku takes master of magic it only applies to Alchemy and has no effect on his dabbling in other arts.



PS: totally love it and think this is better than all the previous attempts.
  • 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!
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Re: Chaing-Ku Dragon Hatchling

Post by Pender Lumkiss »

Magical Prowess. Their familiarity with magic means Chiang-Ku can learn traditional spellcasting in addition to their alchemical knowledge. They gain the arcane background spellcasting. Additionally, this edge allows them to select Ley Line Walker Iconic Edges and learn additional spells via the New Power edge. This ability can be selected at Novice rank.
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

I would not want them taking Line Walker unique abilities.

They dabble in other arts, not master them.

Plus, we don't want them stealing the line Walker uniqueness
  • 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."
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Re: Chaing-Ku Dragon Hatchling

Post by Pender Lumkiss »

Mystical awareness language is fine. It copies the dog boys smell scent, but assigns it to sight rather than smell.
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Re: Chaing-Ku Dragon Hatchling

Post by Pender Lumkiss »

RFT wrote:I would not want them taking Line Walker unique abilities.

They dabble in other arts, not master them.

Plus, we don't want them stealing the line Walker uniqueness
Maybe pick which layline walker ones they can get. Savaging the rifts seems to support adding other IF abilities as edges.
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Re: Chaing-Ku Dragon Hatchling

Post by High Command »

Rob, you realize that LLW abilities are not unique and in fact are the most copied abilities (except maybe see the invisible) in the Palladium Megaverse right? And as Jon said, adding them as edges is supported by Savaging the Rifts.
RFT wrote:I would say Make Tattoos require a dramatic tasks at -2 per strain/rank of the power/tattoo. Each failure causes 1 fatigue to the target, critical failure causes 2, this can kill the target.
Interesting, but given they are deferred to veteran, let's handle this via another topic. Them having access is good. Personally I wouldn't mind making it a Legendary ability. Palladium had all alchemists that could make tattoos at least 10th level with centuries long dedicated apprenticeships.
RFT wrote:MYSTICAL AWARENESS: change wording to "use notice or arcane skill whichever is higher"
VV's concept was to literally make sensing magic a function of their eyesight. Besides, Notice is an incredibly important skill for any character, so it's not like it's some undue burden to raise it.
RFT wrote:Very Young: While the Chang Ku are young I think they should be allowed to keep the diversity of skills provided by the full skill points. Consider balancing this by including in their race that they start with Knowledge (Arcane) d8, normally a 2 point racial ability. This when combined with their d6 in Alchemy will balance as 15 effective point even if 5 are spent already.
Good idea
RFT wrote:For consideration:
Consider taking away the +10 PPE each time they take power points (Chang Ku don't have a whole lot) and instead give them the ability to take a third PPE based AB, gaining no additional PPE, but they do gain the powers listed and are required to learn the additional skill. This will allow for those who know incantations or weird science.
I'd personally add a Legendary Advance that allows them to do your suggested replacement. A capstone ability that heralds their transition to adulthood. But I would leave the +10 PPE per Extra Power Points edge choice as the much less magically active Flame Wind gets this too. There is no reason the hatchling Chiang-Ku should get less PPE than a Flame WInd.
RFT wrote:If the Chang Ku takes master of magic it only applies to Alchemy and has no effect on his dabbling in other arts.
Well despite the fact that they are learning spellcasting, they only HAVE one AB - its an expansion of their alchemical art (at least the Palladium version of alchemy). Besides, it's not like they can take it before Seasoned anyway.
RFT wrote:PS: totally love it and think this is better than all the previous attempts.

Agreed. VV knocked this out of the park.

A few other observations. You're missing one of the marks of heritage - the impaled heart with no blood. I don't think it really affects your math as except for in games like Vampire Kingdoms, it's not going to see constant use. And if it does, they are a freaking Dragon.

I think it would be a good idea allow them to raise their Smarts and Vigor without attribute limit. Also, it was really hard to find all their attributes, and it's unclear whether they have d10 str in all forms, or just in dragon form.

They should also have the Flame Wind's Nigh Immortal, Infravision, and Fear. To me those are all draconic racial abilities.

----------------

Working on precise edits to propose, rather than simply generic comments. Will add that in a bit
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

If you make it legendary as far as I'm concerned you could include all the line Walker iconic edges
  • 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."
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Pender Lumkiss wrote:
RFT wrote:I would not want them taking Line Walker unique abilities.

They dabble in other arts, not master them.

Plus, we don't want them stealing the line Walker uniqueness
Maybe pick which layline walker ones they can get. Savaging the rifts seems to support adding other IF abilities as edges.
Only LLW abilities that I feel are necessary, Ley Line Walking, Ley Line Phasing, and Ley Line Gate.
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Re: Chaing-Ku Dragon Hatchling

Post by Venatus Vinco »

Pender Lumkiss wrote:Magical Prowess. Their familiarity with magic means Chiang-Ku can learn traditional spellcasting in addition to their alchemical knowledge. They gain the arcane background spellcasting. Additionally, this edge allows them to select Ley Line Walker Iconic Edges and learn additional spells via the New Power edge. This ability can be selected at Novice rank.
Pender, I was specifically trying to avoid taking the AB specifically because it comes with 10 PPE and 3 powers. If it's simpler to do it this way we can but I'd at least want to say "no additional PPE" or something like that.

Also, they still need the skill and who wants to spend an advance to get the AB and another advance to get the skill? So perhaps the PPE can be traded for the skill.

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Re: Chaing-Ku Dragon Hatchling

Post by Venatus Vinco »

RFT wrote:I would not want them taking Line Walker unique abilities.

They dabble in other arts, not master them.

Plus, we don't want them stealing the line Walker uniqueness
They don't have much from the base LLW (except sense rifts which is pretty common in Palladium Rifts) and taking iconic edges would require them to sacrifice precious advances. I could see adding the possibility of some other core LLW abilities as advances, again because it would be a costly choice for a player to try and duplicate a LLW.

I also gave them access to one of the Shifter's IF abilities as a possible advance as a way to represent mystical variety.

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Re: Chaing-Ku Dragon Hatchling

Post by Venatus Vinco »

RFT wrote:I would say Make Tattoos require a dramatic tasks at -2 per strain/rank of the power/tattoo. Each failure causes 1 fatigue to the target, critical failure causes 2, this can kill the target.
This needs to be figured out in our Tattoo thread. I went to put the same rules in and there were none. I can also see an argument for using the same rules as installing cybernetics, just using different skills.
RFT wrote:MYSTICAL AWARENESS: change wording to "use notice or arcane skill whichever is higher"
As mentioned by others above, this is done in the same fashion as a dog boy or psi-stalker (without the ley line fouling) and is meant to represent their ability to "see the invisible" and "sense other dragons". Also, it was a way to get it in there since every other magic IF has it. I toyed with arcane skill as an option but Alchemy (their Arcane skill) seemed kind of a dumb way to detect arcanca at will - they would need to build a gizmo or something.
RFT wrote:Change "any gear carried" to "any personal gear carried"
I can get behind that.
RFT wrote:Very Young: While the Chang Ku are young I think they should be allowed to keep the divercity of skills provided by the full skill points. Consider balancing this by including in their race that they start with Knowledge (Arcane) d8, normally a 2 point racial ability. This when combined with their d6 in Alchemy will balance as 15 effective point even if 5 are spent already.
Sure.
RFT wrote:For consideration:
Consider taking away the +10 PPE each time they take powr points (Chang Ku don't have a whole lot) and instead give them the ability to take a third PPE based AB, gaining no additional PPE, but they do gain the powers listed and are required to learn the additional skill. This will allow for those who know incantations or weird science.
The +10 PPE is core to the Flame Wing so I wouldn't want these mystical dragons to get less PPE. I also think Mystical Prowess gives enough magical flexibility. Especially if we re-word is to say "you get AB Magic just not additional PPE". The only other PPE Arcane Background is Miracles and I don't think it fits this creature.
RFT wrote:If the Chang Ku takes master of magic it only applies to Alchemy and has no effect on his dabbling in other arts.
This is consistent with the mystic and I am okay with it. Maybe, as mentioned elsewhere, a legendary edge that let's you take it for your other AB to represent crazy powerful dragons.
RFT wrote:PS: totally love it and think this is better than all the previous attempts.
Thanks. I avoided looking at the Flame Wing until the very end, just to try and capture it 100% from the original flavour.

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Re: Chaing-Ku Dragon Hatchling

Post by Venatus Vinco »

High Command wrote:A few other observations. You're missing one of the marks of heritage - the impaled heart with no blood. I don't think it really affects your math as except for in games like Vampire Kingdoms, it's not going to see constant use. And if it does, they are a freaking Dragon.
This was not listed under Marks of Heritage in the Rifts England version I was working from. I thought dragons were already immune to vampires.
High Command wrote:I think it would be a good idea allow them to raise their Smarts and Vigor without attribute limit. Also, it was really hard to find all their attributes, and it's unclear whether they have d10 str in all forms, or just in dragon form.
Sure, removing attribute limits is easy enough. Yeah I can change the d10 strength bit a little, they should have it in all forms. As for finding the attributes, yes, the same is actually true of how the flame wing is written. I went by thematic group of abilities rather than a straight list. Not sure how to spell out the attribute stuff without breaking that convention.
High Command wrote:They should also have the Flame Wind's Nigh Immortal, Infravision, and Fear. To me those are all draconic racial abilities.
They should have Nigh Immortality (ageless, immune to poison and disease) and Nightvision since I paid for those abilities in the worksheet. Core says Nightvision not Infravision (I assume flame wings get that because it's fire-ish). I was on the fence about Fear since they have pretty low Horror Factor in Classic...if I did include it the Fright Table roll would be -2 or -4 (no heart attacks).

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Re: Chaing-Ku Dragon Hatchling

Post by Venatus Vinco »

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Re: Chaing-Ku Dragon Hatchling

Post by Venatus Vinco »

Having made one, I think they might need to start with an additional power or two for AB Alchemy. This would get the build points to pretty much 80.
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Re: Chaing-Ku Dragon Hatchling

Post by High Command »

I tend to agree. not having three powers for Brigid would have sucked.
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Re: Chaing-Ku Dragon Hatchling

Post by Venatus Vinco »

High Command wrote:I tend to agree. not having three powers for Brigid would have sucked.
Is it worth it to give a choice? 2 New starting powers for Alchemy or 2 additional tattoos?

Probably too complicated. Alchemy is their thing. Stick with that.

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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

Totally agree. 2 extra powers would be ideal for AB (Alchemy).
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Re: Chaing-Ku Dragon Hatchling

Post by High Command »

Venatus Vinco wrote:Is it worth it to give a choice? 2 New starting powers for Alchemy or 2 additional tattoos?

Probably too complicated. Alchemy is their thing. Stick with that.

VV
Actually that might be cool - Give them two powers and a choice of a Alchemy Power and/or extra Tattoo (but costs strain). There are some cool tattoos that might otherwise never see light of day. And if you're clever/pick well, you can totally not feel like you are limiting your options at all.
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

I disagree about adding additional powers, they will be starting with three powers already in addition to their natural at will abilities. Like true dragons they need to be powerful, but not as versatile as others.

As to fear, I agree that they are not terrifying, it is not iconic or mechanical to them in source. Heck they barely have a reasonable chance of scaring a maiden caught sun bathing on a summer day, let alone an adventurer who gets HF bonuses.
  • 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!
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Re: Chaing-Ku Dragon Hatchling

Post by Venatus Vinco »

Hmmm...

I am still leaning toward one or two additional powers for Alchemy.

Barring that, and this is sacrilegious, I would give them a choice of tattoos rather than Weapon Tattoo and Eye of Knowledge. Just to give a little more option and variety to players.

However, it's pretty good as is with out the additional choices of powers.

VV
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Re: Chaing-Ku Dragon Hatchling

Post by High Command »

RFT wrote:I disagree about adding additional powers, they will be starting with three powers already in addition to their natural at will abilities. Like true dragons they need to be powerful, but not as versatile as others.
How are they starting at three powers? Alchemy and Enchanting, like all Weird Science ABs, starts with ONE power. As for At will, the only one of note is the Metamophosis and Detect Arcane. And their entire schtick is versatility and mystical power. That is literally iconic to them.
RFT wrote:As to fear, I agree that they are not terrifying, it is not iconic or mechanical to them in source. Heck they barely have a reasonable chance of scaring a maiden caught sun bathing on a summer day, let alone an adventurer who gets HF bonuses.
Meh, I think all dragons should inspire fear or awe. Not having that is lame and anti-climatic.
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Re: Chaing-Ku Dragon Hatchling

Post by Sgt 86Delta »

High Command wrote:
RFT wrote:I disagree about adding additional powers, they will be starting with three powers already in addition to their natural at will abilities. Like true dragons they need to be powerful, but not as versatile as others.
How are they starting at three powers? Alchemy and Enchanting, like all Weird Science ABs, starts with ONE power. As for At will, the only one of note is the Metamophosis and Detect Arcane. And their entire schtick is versatility and mystical power. That is literally iconic to them.
I believe Rob is including the Tattoos/Heritage Marks.
High Command wrote:
RFT wrote:As to fear, I agree that they are not terrifying, it is not iconic or mechanical to them in source. Heck they barely have a reasonable chance of scaring a maiden caught sun bathing on a summer day, let alone an adventurer who gets HF bonuses.
Meh, I think all dragons should inspire fear or awe. Not having that is lame and anti-climatic.
Big scaly lizard thing. Rare and near extinct. First time observes would certainly be panicked and may provide a Chaing-Ku a hidden tactic for many situations.
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Re: Chaing-Ku Dragon Hatchling

Post by Ndreare »

Total Powers
Superior Shape Change at will
Detect Arcana at will
2 tattoos
1 Alchemy

This puts them at five powers in addition to attributes and is a healthy starting amount.
There is no need to add additional edges, XP will take care of that.
I could see starting them with Puppet and Warriors Gift to represent the elixer of power and deciept. for two alchemy powers, but I think players would rather pick.


For fear, they simply are not any more scary than a crocodile in the source and it is not iconic to the hatchlings.


Even then quite the opposite they are supposed to hide their nature all the time.
  • 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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