Barinthasheer Great Horned Dragon Hatchling

The heroes of Fort Hope
GM: KahlessNestor
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Barinthasheer
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Barinthasheer Great Horned Dragon Hatchling

Post by Barinthasheer » Thu Nov 28, 2019 11:45 am

Player Name: Jason
Google Handle: Jason Bahr
Character Name: Barinthasheer [/size]
Rank: Seasoned Advances Received: 5 Advances Left: 0
Race: Great Horned Dragon Hatchling
Iconic Framework: Same
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+4, Vigor d8
Pace: 6/12 flying; Parry: 7 Toughness: 6 Human/ 40 (22) Dragon
Skills:
  • Athletics d6
  • Common Knowledge d4
  • Notice d8
  • Persuasion d6
  • Stealth d4
  • Draconic d8 (native tongue)
  • Psionics d8
  • Fighting d10
  • Occult d6
  • Survival d4
  • American d6
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
  • AB: Psionics:
  • 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.
  • Dragon Edge: Low Light Vision: Dragons can develop strong night vision, which enables them to ignore Dim and Dark Illumination penalties.
  • Dragon Edge: Sharp Horns: The Great Horned dragons with this Edge add +4 AP to all attacks with their Claws, Horns, and their Tail Lash ability, which now deals the same damage as their Claws.
  • Martial Artist:
  • Martial Warrior:
Last edited by Barinthasheer on Thu Nov 28, 2019 12:18 pm, edited 1 time in total.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 5/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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Barinthasheer
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Re: Barinthasheer Great Horned Dragon Hatchling

Post by Barinthasheer » Thu Nov 28, 2019 11:49 am

Powers:
AB: Psionics
ISP 20/20
PPE 15/15

Psionic Powers:
  • Detect/Conceal Arcana
  • Speak Language
  • Healing
  • Boost Trait
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 5/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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Barinthasheer
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Re: Barinthasheer Great Horned Dragon Hatchling

Post by Barinthasheer » Thu Nov 28, 2019 11:49 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.







Contacts:
Last edited by Barinthasheer on Thu Nov 28, 2019 12:39 pm, edited 1 time in total.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 5/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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Barinthasheer
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Re: Barinthasheer Great Horned Dragon Hatchling

Post by Barinthasheer » Thu Nov 28, 2019 11:50 am

Gear (post gear as a reply to character sheet)
Item
  • Info
Barry Boy's Bespoke Brain Bucket
A little bit Vader, a little bit Last Starfighter, this cracking head-holder is the flashest new tech of the season, bodged together special-like from master visionary Vik 'the Dick" Donnager for his one-and-only-est draconic droog, Barry. From the multi-Os (she'll thank you) what been converted like to run on spiritual energy juice, to the pump-operated en-biggening function, ol' Barry Boy can shows 'em what Size Does Matter, only not for keeping a helmet on.
TW-converted Multi-Optics Helmet: Weight 5; 1 PPE/hour to activate: Ignore Illumination penalties, offsets 2 points of Range penalties, gains +2 to sight-based Notice checks, +1 Shooting with calibrated weapons, +1d Fighting and changes size with the wearer. Includes a hands-free radio with 10-mile range and megaphone voice projection system.



Credits: 12,200
Last edited by Barinthasheer on Sun Dec 01, 2019 9:48 pm, edited 1 time in total.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 5/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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Barinthasheer
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Posts: 98
Joined: Fri Sep 14, 2018 9:56 pm

Re: Barinthasheer Great Horned Dragon Hatchling

Post by Barinthasheer » Thu Nov 28, 2019 11:50 am

Advances

Iconic Framework:
  • Abilities and bonuses:
    • Armored Hide*†: Great Horneds have +22 MDC Armor and +6 Toughness in dragon form, in addition to Size bonuses.
    • Bite/Claws*: Dragons can naturally attack with massive teeth and talons dealing Str+3d4 Mega Damage, AP equal to Size, see Natural Weapons in Savage Worlds. In addition, their bite has Reach equal to the additional Wounds granted by Size (one at Size Large).
    • Horned: True to their namesake, these dragons have massive horns on their skull which deal the same damage as their Claw/Bite as a Natural Weapon, and +4 damage and +4 AP at the end of one Fighting action in which they Run, move at least 5″ (10 yards), and successfully hit.
    • Expanded Awareness: Dragons have the detect arcana power as an Innate Ability (see page 70) with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They may also sense supernatural beings within line of sight with a Notice check.
    • Fear*: Hatchlings are terrifying creatures and cause Fear checks to all who see them.
    • Flame Breath*†: A Great Horned Hatchling in its natural form can breathe flame in a Cone Template dealing 3d6 Mega Damage (4d6 with a raise). This may be Evaded as normal (see Breath Weapons in Savage Worlds).
    • Flight*: The Hatchling has a Flying Pace of 12" and may "run" for extra movement as usual. Flight is usable in another form if it has wings.
    • 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 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.
    • Inherently Magical: Great Horneds know no magic spells, but have a natural pool of 15 PPE and can use Techno-Wizardry gear. Those who take an Arcane Background add this starting PPE to any gained from the Edge. Additionally, whenever they take the Power Points Edge, they gain +10 PPE instead of +5.
    • Major Psionic: in addition to the standard Dragon Hatchling minor psionic abilities, Great Horneds begin play with the Major Psionic Edge; increase their ISP to 20 as normal.
    • Mighty†: Great Horned hatchlings are mighty in both body and intellect. Begin with Strength d12+4, Vigor d8, and Smarts d6.
    • Resistant to Fire and Cold†: Take −4 damage from heat and cold attacks.
    • Size 6 (Large)*: In their natural forms, Dragon Hatchlings are usually 15–20 feet from snout to tail-tip and weigh up to 7 tons. This means Hatchlings gain a fourth Wound level and, when not using their Metamorphosis abilities, +6 Toughness (in addition to the Armored Hide bonus).
    • Slow Regeneration: Dragons make a natural healing roll once per day. Permanent injuries may be recovered once all Wounds are regenerated; treat each injury as an additional Wound for purposes of recovery.
    • Tail Lash*: A Hatchling in dragon form can attack all opponents adjacent to its rear or side as an action. The Hatchling uses its Athletics skill and ignores Scale penalties for this particular attack, which may be Evaded. Those who fail suffer Str+d8 Mega Damage
    • „ Nigh-Immortality: Dragons are supernatural creatures thought to be as old as the cosmos itself. Hatchlings mature around 600 years of age and, unless killed, can live up to 12,000 years. They are sustained by passively and effortlessly absorbing ambient magic energy, eating and drinking simply for pleasure. Dragons are immune to the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation; see Hazards in Savage Worlds.
  • Drawbacks:
    • Cybernetics: Dragons cannot take cybernetics at any point. Their bodies reject such foreign implants.
    • Enemies: Dragons are reviled by the Coalition, and hunted with extreme prejudice by CS forces when possible. In addition, many arcane factions seek to control dragons or use their body for the creation of powerful items.
    • Form Limits: If a dragon transforms into a humanoid race with a restriction based on its body type (such as NonStandard Build, see page 57), 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.
    • Outsider (Major): 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 (Major) Hindrance.
    • Territorial: Dragons tend to dislike their own, at least initially. Dragons are hierarchical and generally treat newcomers 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 each session until he has four points worth of Hindrances. Only when all Hindrances are selected 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 play speaking and reading only one language, Dragonese/Elven, and start 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 extra Bennies each session.
Hero’s Journey
  • Training: 1, +3 skill points For athletics, fighting or shooting kills

Advances
  • Initial Advances: (From Hindrances): Dragon: Low Light Vision, +1 dt American and Persuasion
  • Novice 1 Advance: Skill points, Gain American and +1 dt notice
  • Novice 2 Advance: Martial artist
  • Novice 3 Advance: +1 dt Spirit
  • Seasoned 1 Advance: Dragon: Sharp Horns
  • Seasoned 2 Advance: Martial warrior
  • 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 Thu Nov 28, 2019 12:31 pm, edited 2 times in total.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 5/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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Barinthasheer
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Posts: 98
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Re: Barinthasheer Great Horned Dragon Hatchling

Post by Barinthasheer » Thu Nov 28, 2019 11:51 am

Attributes and skills worksheet

Attributes:
  • Agility d4 ->d6 (build)
  • Smarts d6 ->d8 (build)
  • Spirit d4 -> d6 (build) -> d8 (Advance)
  • Strength d12+4
  • Vigor d8

Skills:
  • Athletics d4 (Core) -> d6 (1 HJ)
  • Common Knowledge d4 (Core)
  • Notice d4 (Core) ->d6 (1 build) ->d8 (Advance)
  • Persuasion d4 (Core) -> d6 (Advance)
  • Stealth d4 (Core)
  • Draconic d8 (native tongue)
  • Psionics d4 (IF) -> d8 (2 build)
  • Fighting d6 (2 HJ)- d10 (4 build)
  • Occult d6 (2 build)
  • Survival d4 (build)
  • American d4 (Advance) -> d6 (Advance)
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 5/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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