Barinthasheer Flame Wind Dragon Hatchling

The heroes of Fort Hope
GM: KahlessNestor
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Barinthasheer
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Joined: Fri Sep 14, 2018 9:56 pm

Barinthasheer Flame Wind Dragon Hatchling

Post by Barinthasheer » Wed Sep 12, 2018 11:30 pm

Heroic Journey rolls
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
Player Name: Jason:
Google Handle: Jason Bahr
Barinthasheer
Rank: Novice Experience: 5 Advances Left: 0
Race: Flame Wind Dragon
Iconic Framework: Flame Wind Dragon Hatchling
Attributes: Agility d6, Smarts d8, Spirit d6 (+1 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 d4 (American)
    Notice d6
    Persuasion d6
    Streetwise d4
Last edited by Barinthasheer on Tue Sep 18, 2018 11:12 pm, edited 10 times in total.
Barinthasheer
Barinthasheer, Flame Wind Dragon Hatchling
Parry:7 Toughness:34 (16)/ 6 in human form
ISP: 10/10
Powers on:
Combat Edges:
Bennies: 3/3
Adventure Cards:

Characters Seswarick, Barinthasheer

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Barinthasheer
Posts: 10
Joined: Fri Sep 14, 2018 9:56 pm

Re: Barinthasheer Flame Wind Dragon Hatchling (in constructi

Post by Barinthasheer » Thu Sep 13, 2018 12:08 am

Hindrances
  • Hindrance (Major):
  • Hindrance (Minor):
  • Hindrance (Minor):
  • Outsider: your hero’s Charisma suffers a –2 modifier among all but his own people.
  • Enemy(Major):Coalition States
Edges
ISP 10/10
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 Seswarick on Sun Sep 16, 2018 2:27 am, edited 5 times in total.
Barinthasheer
Barinthasheer, Flame Wind Dragon Hatchling
Parry:7 Toughness:34 (16)/ 6 in human form
ISP: 10/10
Powers on:
Combat Edges:
Bennies: 3/3
Adventure Cards:

Characters Seswarick, Barinthasheer

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Barinthasheer
Posts: 10
Joined: Fri Sep 14, 2018 9:56 pm

Re: Barinthasheer Flame Wind Dragon Hatchling (in constructi

Post by Barinthasheer » Thu Sep 13, 2018 12:10 am

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
Last edited by Seswarick on Thu Sep 13, 2018 3:15 am, edited 2 times in total.
Barinthasheer
Barinthasheer, Flame Wind Dragon Hatchling
Parry:7 Toughness:34 (16)/ 6 in human form
ISP: 10/10
Powers on:
Combat Edges:
Bennies: 3/3
Adventure Cards:

Characters Seswarick, Barinthasheer

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Barinthasheer
Posts: 10
Joined: Fri Sep 14, 2018 9:56 pm

Re: Barinthasheer Flame Wind Dragon Hatchling (in constructi

Post by Barinthasheer » Thu Sep 13, 2018 12:23 am

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):
  • Novice 1 Advance: +1d Spirit
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • 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:
Barinthasheer
Barinthasheer, Flame Wind Dragon Hatchling
Parry:7 Toughness:34 (16)/ 6 in human form
ISP: 10/10
Powers on:
Combat Edges:
Bennies: 3/3
Adventure Cards:

Characters Seswarick, Barinthasheer

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Pender Lumkiss
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Re: Barinthasheer Flame Wind Dragon Hatchling (Approval pend

Post by Pender Lumkiss » Thu Sep 13, 2018 2:36 pm

Looks pretty good to me. Got a group lined up?

Just some random commentary about the powers.
Both invisibility and deflection do something similiar( help you not get hit). Granted they each have their own way about how that gets done. I was wondering if maybe you considered boost/lower trait? I can see that being pretty useful for a dragon with few skills.

Any ways just something to think about.
13th GM bennies GM Bennies
0/6
Vampire Kingdoms GM Bennies
4/8
-1 to hit Vela with MW
-3 for benny rolls on challenge
Legends of the Black Bennies
2/2

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Seswarick
Posts: 20
Joined: Fri Sep 07, 2018 12:23 pm

Re: Barinthasheer Flame Wind Dragon Hatchling (Approval pend

Post by Seswarick » Thu Sep 13, 2018 3:54 pm

I'll be joining the 101st once my patreon status gets updated.

I'm thinking I probably don't need deflection after finding out his toughness is even higher than I thought. I do like the idea of riffing on Pete's Dragon with the invisability. Boost/lower is a good idea for the replacement, thank you.
Seswarick
Seswarick, Lyn-Srial Zapper
Parry:5 Toughness:5
ISP: 7/30
Powers on:
Combat Edges:
Bennies: 5/3
Adventure Cards:

Characters Seswarick, Barinthasheer

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Snake Eyes
Game Master
Posts: 165
Joined: Wed Feb 07, 2018 2:16 pm

Re: Barinthasheer Flame Wind Dragon Hatchling (Approval pend

Post by Snake Eyes » Thu Sep 13, 2018 6:44 pm

Which language are you building in your skill list? American, I'm guessing?
Beware the mesmerizing eyes of the snake!
GM Bennies: 8/9 (-1 reroll PRL attack, -1 EE Gaspard, +1 Joker)
Wild Card Bennies:
Xanna: 1/2
CM: 0/2
NM: 0/2

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Snake Eyes
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Re: Barinthasheer Flame Wind Dragon Hatchling (Approval pend

Post by Snake Eyes » Thu Sep 13, 2018 6:46 pm

I second what Pender said re: Deflection and Invisibility. To boot, your Deflection is only going to offset the bonus that most things will have to hit you, due to your size. Boost is universally handy.
Beware the mesmerizing eyes of the snake!
GM Bennies: 8/9 (-1 reroll PRL attack, -1 EE Gaspard, +1 Joker)
Wild Card Bennies:
Xanna: 1/2
CM: 0/2
NM: 0/2

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Seswarick
Posts: 20
Joined: Fri Sep 07, 2018 12:23 pm

Re: Barinthasheer Flame Wind Dragon Hatchling (Approval pend

Post by Seswarick » Thu Sep 13, 2018 7:54 pm

Yup American, save a lot of communication troubles that way. I should probably input things like that.
Seswarick
Seswarick, Lyn-Srial Zapper
Parry:5 Toughness:5
ISP: 7/30
Powers on:
Combat Edges:
Bennies: 5/3
Adventure Cards:

Characters Seswarick, Barinthasheer

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Snake Eyes
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Posts: 165
Joined: Wed Feb 07, 2018 2:16 pm

Re: Barinthasheer Flame Wind Dragon Hatchling (Approval pend

Post by Snake Eyes » Thu Sep 13, 2018 10:29 pm

Seswarick wrote:Yup American, save a lot of communication troubles that way. I should probably input things like that.
Far from the end of the world. Just making sure in case he wants to speak 2 languages but not one in common usage.
Beware the mesmerizing eyes of the snake!
GM Bennies: 8/9 (-1 reroll PRL attack, -1 EE Gaspard, +1 Joker)
Wild Card Bennies:
Xanna: 1/2
CM: 0/2
NM: 0/2

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Seswarick
Posts: 20
Joined: Fri Sep 07, 2018 12:23 pm

Re: Barinthasheer Flame Wind Dragon Hatchling (Approval pend

Post by Seswarick » Thu Sep 13, 2018 10:44 pm

My intention is for him to be a face and master psionic, but since he's a kid I'll see where the RP takes him.
Seswarick
Seswarick, Lyn-Srial Zapper
Parry:5 Toughness:5
ISP: 7/30
Powers on:
Combat Edges:
Bennies: 5/3
Adventure Cards:

Characters Seswarick, Barinthasheer

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Barinthasheer
Posts: 10
Joined: Fri Sep 14, 2018 9:56 pm

Re: Barinthasheer Flame Wind Dragon Hatchling (Approval pend

Post by Barinthasheer » Sun Sep 16, 2018 2:49 am

So can you guys move this stuff to this account or should I cut and paste it?
Barinthasheer
Barinthasheer, Flame Wind Dragon Hatchling
Parry:7 Toughness:34 (16)/ 6 in human form
ISP: 10/10
Powers on:
Combat Edges:
Bennies: 3/3
Adventure Cards:

Characters Seswarick, Barinthasheer

User avatar
Snake Eyes
Game Master
Posts: 165
Joined: Wed Feb 07, 2018 2:16 pm

Re: Barinthasheer Flame Wind Dragon Hatchling (Approval pend

Post by Snake Eyes » Sun Sep 16, 2018 11:28 am

Barinthasheer wrote:So can you guys move this stuff to this account or should I cut and paste it?
We can move it when approved, no problem.
Beware the mesmerizing eyes of the snake!
GM Bennies: 8/9 (-1 reroll PRL attack, -1 EE Gaspard, +1 Joker)
Wild Card Bennies:
Xanna: 1/2
CM: 0/2
NM: 0/2

User avatar
Barinthasheer
Posts: 10
Joined: Fri Sep 14, 2018 9:56 pm

Re: Barinthasheer Flame Wind Dragon Hatchling (Approval pend

Post by Barinthasheer » Mon Sep 17, 2018 7:09 pm

So what is incomplete about this character or am I waiting on the patreon data to be updated before I can join a second group.
Barinthasheer
Barinthasheer, Flame Wind Dragon Hatchling
Parry:7 Toughness:34 (16)/ 6 in human form
ISP: 10/10
Powers on:
Combat Edges:
Bennies: 3/3
Adventure Cards:

Characters Seswarick, Barinthasheer

User avatar
Snake Eyes
Game Master
Posts: 165
Joined: Wed Feb 07, 2018 2:16 pm

Re: Barinthasheer Flame Wind Dragon Hatchling (Approval pend

Post by Snake Eyes » Mon Sep 17, 2018 8:40 pm

Nothing is pending regarding the character. The stats and skills shake out. I see no issues. Technically, your patronage would have to clear, but maybe talk to your GM about jumping in early. They may be inclined to let some wiggle room happen.
Beware the mesmerizing eyes of the snake!
GM Bennies: 8/9 (-1 reroll PRL attack, -1 EE Gaspard, +1 Joker)
Wild Card Bennies:
Xanna: 1/2
CM: 0/2
NM: 0/2

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KahlessNestor
Posts: 159
Joined: Thu Feb 15, 2018 4:02 am

Re: Barinthasheer Flame Wind Dragon Hatchling (Approval pend

Post by KahlessNestor » Tue Sep 18, 2018 10:48 pm

Am I missing something? I'm coming up 1 skill point short. So you could bump up American, Notice, or Streetwise, or add another skill at d4.

Other than that, it looks fine. I will go ahead and move it over and add you to the group.
Fort Hope GM Info

GM Bennies: 7/7
Whiskey Pete 2/2
WC ?? 2/2
WC ?? 2/2

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