Barinthasheer Flame Wind Dragon Hatchling

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Barinthasheer
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Barinthasheer Flame Wind Dragon Hatchling

Post by Barinthasheer »

Heroic Journey rolls
Training [dice:29ga69u7]42022:0[/dice:29ga69u7] one die type increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls.
Training [dice:29ga69u7]42022:1[/dice:29ga69u7] d6 Climbing, or +2 to the skill if he already has it. He also has a good set of climbing gear for a party of four.
Trade both for 1 +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing
Player Name: Jason:
Google Handle: Jason Bahr
Barinthasheer
Rank: Novice Experience: 27 Advances Left: 1
Race: Flame Wind Dragon
Iconic Framework: Flame Wind Dragon Hatchling
Attributes: Agility d6, Smarts d8, Spirit d8 (+2 advance), Strength d12+4 (8 race), Vigor d8 (3 race)
Charisma: 0/-2 for non-dragons; Pace: 6/12 Flying; Parry: 7 ; Toughness: 34 (16) 6 in human Strain: 0
Skills:
  • Fighting d10 (3 HJ,3build )
    Shooting d6 (2 HJ)
    Psionics d8 (2 race, 1 build)
    Languages d6 (American)
    Notice d8
    Persuasion d6
    Streetwise d4
Last edited by Barinthasheer on Wed Oct 02, 2019 5:59 pm, edited 20 times in total.
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
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Barinthasheer
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Posts: 127
Joined: Fri Sep 14, 2018 9:56 pm

Re: Barinthasheer Flame Wind Dragon Hatchling (in constructi

Post by Barinthasheer »

Hindrances
  • Curious (Major): It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
  • Loyal (Minor):
  • All Thumbs (Minor): Characters with this drawback suffer a –2 penalty to the Repair skill at all times. In addition, when a hero uses a mechanical or electronic device, a roll of 1 on his skill die (regardless of his Wild Die) means the device is broken. The damage usually requires a Repair roll at –2 and 1d6 hours to fix
  • Outsider: your hero’s Charisma suffers a –2 modifier among all but his own people.
  • Enemy(Major):Coalition States
Edges
  • Major Psionic: Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge. Major Psionics may also: Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2. „„ Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range×10. This ability does not affect powers that have Range of Self or Touch.
    The two effects can be combined, but the decision to spend ISP for either must be made before the roll. While on a ley line, all above bonuses are doubled in effect.
ISP 20/20
Powers
  • Invisibility: Power Points: 5 Range: Self Duration: 3 (1/round) With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6. In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible. ► Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
  • Healing: Power Points: 3 Range: Touch Duration: Instant Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old. For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself). For Extras, the GM must first determine if the ally is dead (see Aftermath on page 88). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken. Healing can also cure poison and disease if used within 10 minutes of the event.
  • Boost/Lower Trait Power Points: 2 Range: Smarts Duration: 3 (1/round) Increase any of a target’s Traits by one die type for a standard success, or by two with a raise. To lower an opponent’s Trait is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. May affect an additional target for every additional Power Point spent, up to a maximum of five targets
Last edited by Barinthasheer on Tue Jul 02, 2019 7:22 pm, edited 10 times in total.
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
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Barinthasheer
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Posts: 127
Joined: Fri Sep 14, 2018 9:56 pm

Re: Barinthasheer Flame Wind Dragon Hatchling (in constructi

Post by Barinthasheer »

Background
Despite his imprinting giving him an interest and the skills to interact with humanoids Barinthasheer has not had great luck so far. At least not in his natural form which has frightened most of those he's encountered. The only people not terrified of it in fact was a gang down near Dallas who thought he'd make some sweet leather armor. They chased him for a week before he lost them when Barin accidentally lead them into the turf of a rival. He continued to travel north unsure why exactly besides a feeling south was bad. On the way He did have some pleasant encounters with people in his human form as well as bad ones leading him to be more cautious around them, especially those with weapons that might hurt him. His last several nights in the desert have been plagued by unsucessful vampire attacks(he thinks he got lucky, he doesn't realize they can't hurt him). Not realizing he'd get tired and have to change back in the middle of the night he decided to sneak into New Alamo for the night. The people with guns seem nice, maybe they want help fighting the monsters.
Gear

Credits:

Contacts
Attachments
Bari.jpg
Last edited by Barinthasheer on Sun Oct 07, 2018 12:08 am, edited 3 times in total.
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
User avatar
Barinthasheer
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Posts: 127
Joined: Fri Sep 14, 2018 9:56 pm

Re: Barinthasheer Flame Wind Dragon Hatchling (in constructi

Post by Barinthasheer »

Advances


Iconic Framework
Benefits:
  • Arcane Background (Psionics): As a Minor Psionic, a Dragon Hatchling begins with three powers (from the Mind Melter list) and 10 ISP. He also has a beginning Psionic skill of d6.
  • Armored Hide*: The Hatchling has +16 M.D.C. Armor and +6 Toughness in dragon form.
  • Claws/Bite*: Dragons can naturally attack with massive teeth and talons (Str+3d6 AP 4, Mega Damage).
  • Fear*: In his natural form, a Dragon Hatchling is a terrifying creature to most folks, who must make a Fear check when first seeing him.
  • Fire Breath*: Flame Wind Hatchlings can fire a bolt of flame at Range 12/24/48 and Damage 4d6 (Mega Damage), using their Shooting skill. Alternately, they can do 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage.
  • Flight*: The Hatchling has a Flying Pace of 12" and Climb 0. Flight is usable in another form if it has wings. „„
  • Impervious to Fire: Fire and heat (including plasma weapons) do not affect a Flame Wind Dragon at all. „„
  • Infravision: Dragons halve the penalties for dark lighting against living targets (round down).
  • Inherently Magical: Hatchlings know no magic spells, but they have a natural pool of 10 PPE and can use any TechnoWizard devices. A dragon who takes an Arcane Background adds his starting PPE to any gained from the Edge. Additionally, whenever he takes the Power Points Edge, he gains +10 PPE instead of +5.
  • Limited Metamorphosis: A dragon begins life able to adopt a single human or humanoid form for a limited amount of time each day. He can maintain this humanoid form for a number of hours equal to his Spirit die before needing at least six hours of rest. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in dragon form (marked with an *). Weapons and other personal effects (up to body armor) are assumed into the dragon’s form and reappear when returning to humanoid form. Any other objects are dropped. The process does not work in reverse, all gear carried by the dragon is dropped when transforming into humanoid form.
  • Mighty: Even Dragon Hatchlings are incredibly strong, beginning with a Strength of d12+4. They are also very resilient, starting with a d8 Vigor. Neither attribute has a maximum limit.
  • Nigh-Immortality: Unless killed through violence or other means, dragons can live anywhere from 6,000 to 12,000 years. They require only magical energy to sustain themselves, eating and drinking simply for pleasure. They are immune to normal poisons and diseases.
  • Size +6*: In their natural forms, Dragon Hatchlings are usually 15–20 feet from snout to tail-tip, and weigh up to 7 tons. This means, when not using their Metamorphosis abilities, Hatchlings gain +6 Toughness.
  • Slow Regeneration: These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Tail Lash*: The dragon can sweep all opponents in his rear facing in a 2" long by 4" wide rectangle. This is a Fighting attack which ignores size penalties, doing Str+d8 (Mega Damage).
Complications:
  • Cybernetics: Dragons cannot take cybernetics at any point. Their bodies reject such foreign implants.
  • Enemies: Dragons are illegal and reviled by the Coalition. Any known dragon is immediately hunted with extreme prejudice.
  • Form Limits: If a dragon transforms into a humanoid race with a restriction based on its body type (such as NonStandard 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.
  • Territorial: Dragons tend to dislike their own, and other dragons generally treat a newcomer as invading their territory unless great care is taken in interactions.
  • 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: 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.
Hero’s Journey
  • Training 1d20 = 11 (11) one die type increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls.
  • Training 1d20 = 13 (13) d6 Climbing, or +2 to the skill if he already has it. He also has a good set of climbing gear for a party of four.
  • Trade both for 1 +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing
Advances
  • Initial Advances: (From Hindrances): Spirit +1 die type. Unlimited Growth Potential: Low Light Vison
  • Novice 1 Advance: +1d Spirit
  • Novice 2 Advance: New power: Detect/Conceal Arcana
  • Novice 3 Advance: Increase Skills; American and Notice +1 die type
  • Seasoned 1 Advance: Major Psionic
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Barinthasheer on Tue Jul 02, 2019 7:11 pm, edited 3 times in total.
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
User avatar
Barinthasheer
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Posts: 127
Joined: Fri Sep 14, 2018 9:56 pm

Re: Barinthasheer Flame Wind Dragon Hatchling

Post by Barinthasheer »

XP Log
+3 for end of Q3 2018

+1 For Interlude: New Alamo Triumphant

+5 for end of Q4 2018

+5 for end of Q1 2019

+4 Q2 2019

+1 Northern Exposure interlude

+3 Q# 2019
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
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