HERO'S JOURNEY (TWO ROLLS) Due to their very young starting age, as well as their enormous raw power, Talayukians only gain two rolls on the Hero's Journey Tables. They are restricted to Education, Magic, and Training, each of which represents something picked up before they were thrust out onto the universe.
Just a young pup or a Seeker is born! Playing a Talayukian in Savage Rifts® means starting out as a pup on your first adventure of self discovery. At most, the character is a several years old, possibly just a few months. After just a few short years he was weaned off his mother’s milk and left alone on the world of rifts earth to fend for himself. Through an early psionic bond, and nurturing he received an enormous amount of information and understanding (primarily from his mother), which enabled him to know a great many basic, important things as soon as he was pushed out onto the world. Within a few years the pup freshly weaned knows how to use his bark as a weapon, and communicate effectively in Talayese(and he even grasps basic math principles).
What a Young Talayukian does not know is anything about morals, ethics, or how to get along in the world. A new seeker craves the company of other sentient, sapient beings to interact with, learn from, and firmly imprint upon. If he encounters those of truly selfish or evil intent, he becomes a force for great darkness in the world. If, however, he encounters those of nobler miens and kindly demeanor, he grows into a being of good and benevolence—something the world desperately needs.
- Arcane Background (Psionics): As a Minor Psionic, a Talayukian begins with three powers (from the Mind Melter list) and 10 ISP . He also has a beginning Psionic skill of d6.
- Armored Hide*: The Talayukian has +16 M.D.C. Armor and +6 Toughness in Fenrir form.
- Claws/Bite*: Talayukian’s can naturally attack with massive teeth and talons (Str+3d6 AP 4, Mega Damage).
- Fear*: In his natural,Fenrir, form, a Talayukian is a terrifying creature to most folks, who must make a Fear check when first seeing him.
- Cold Breath*: Pups in their huge Fenrir form can fire a sonic bolt 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.
- Fast*: Talaykuians move at double their pace and can easily move through snow and ice.
- Impervious to Cold: Ice and cold (including magic and technowizard weapons) do not affect a Talayukian at all.
- Infravision: Talayukians halve the penalties for dark lighting against living targets (round down).
- Inherently Magical: Pups know no magic spells, but they have a natural pool of 10 PPE and can use any Techno-Wizard devices. A Talayukian 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 Talayukian 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 Talayukian 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 Fenrir form (marked with an *). Weapons and other personal effects (up to body armor) are assumed into the huge 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 Talayukian in Fenrir form is dropped when transforming into humanoid form.
- Mighty: Even Young Pups 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, Talayukians 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, Talayukian Pups are usually 15 –20 feet from snout to hind quarters, and weigh up to 7 tons. This means, when not using their Metamorphosis abilities, Pups gain +6 Toughness.
- Slow Regeneration: These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
- Leg Thrust*: The Talayukian 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).
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 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.
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.