Zilaetheryan - Celestial Dragon

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Zilaetheryan
Posts: 28
Joined: Wed Feb 26, 2020 6:38 pm

Zilaetheryan - Celestial Dragon

Post by Zilaetheryan »

Character Sheet
Zilaetheryan (“Zil”)
Rank: Veteran Advances Left: 0
Race: Celestial Dragon Hatchling
Iconic Framework: Celestial Dragon Hatchling
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+3, Vigor d12
Humanoid Form Pace: 6; Parry: 7, 9 w/FIWS; Toughness:
22(11)
8 (½ Vigor +2) + 1 (Brawler) + 3(2) (Duster) + 11(9) (EBA) = 23 (11)
Dragon Form Pace: 6; Flight Pace: 18 Parry: 7*; Toughness:
39(18) MDC
8 (½ Vigor +2) + 1 (Brawler) + 18 MDC + 6 Toughness + 6 (size) = 38 (18) MDC
Size: 6 (normal sized attackers are +2)
Skills:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10 (+1 Claws/unarmed)
  • Intimidation d4
  • Language (Trade) d6
  • Notice d6
  • Occult d6
  • Persuasion d4
  • Psionics d8
  • Shooting d8
  • Spellcasting d6
  • Stealth d4
  • Survival d4

Hindrances
  • Arrogant (Major): Humility is not a burden he must bear. He’s the best and he knows it.
  • Impulsive (Major): He leaps before he looks. His brother loves that about him.
  • Code of Honor (Major): What need has a superior being of lies, when the truth celebrates his primacy?
  • PTSD (Major): At the beginning of each game session Minor PTSD sufferers must make a Spirit check. On a failure, they start with one less Benny. Major PTSD sufferers failing this roll also gain a level of Sleep-based Fatigue, which can be recovered normally.

Edges and Iconic Abilities
  • Arcane Background (Magic) (Dragon)
  • Arcane Background (Psionics) (Dragon)
  • Major Psionic (Dragon): A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double the ISP gained from the Arcane Background (Psionics) and Power Points Edges. Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
  • Martial Artist (HJ): Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks (or increase die a step if you already have it).
  • Brawler (HJ): Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Martial Artist, Claws, or similar abilities.
  • Two-Fisted (Advances): Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.
  • Ambidextrous (Advances): Ignore –2 penalty when making Trait rolls with off-hand.
  • Twin Soul (Advances): You have a special and persistent bond with another being. Your bond mate has the perpetual benefits of the mind link power with you, ignoring range. In addition, when you activate a beneficial power that can affect multiple targets, both you and your twin soul gain the benefits of that power. This even allows self only powers to affect your bond mate. The following powers are affected by this edge, regardless of the arcane background mind link is sourced from: arcane protection, boost Trait, damage field, deflection, protection, smite, speed, and warrior's gift. Unfortunately, this bond can be perceived when looked for by rolling detect arcana -2 (no modifier with exalted detect arcana). On a success, they can perceive the thread connecting the two beings and target either through the other. The bond mate with this Edge can also sense the general health and well being of the other with a Notice roll, as an action. On a raise, this gives precise information, such as wound and fatigue levels, infected or poisoned status, and shaken or stunned states.
  • Dragon Master Psionic (Advance): Gains Master Psionic and may take a power from the MM list.
  • Dragon Fast Regeneration (V1):A dragon’s regenerative abilities can improve over time, allowing him to make a natural healing roll every round. He also gains +2 to recover from being Shaken and Stunned.
  • Dragon Metamorphosis (V3): Can shift into anything of his size or smaller and maintain the form indefinitely, even while sleeping.

Racial Features
  • Armored Hide*: The Hatchling has +18 MDC Armor and +6 Toughness in dragon form (plus the Size bonus).
  • Bite/Claws*: Dragons can naturally attack with massive teeth and talons dealing Str+3d4 (d8 w/Edges) Mega Damage, AP equal to Size +4 (from Keen claws racial feature, below), see Natural Weapons in Savage Worlds. In addition, their bite has Reach equal to the additional Wounds granted by Size (one at Size Large).
  • 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.
  • Flight*: The Hatchling has a Flying Pace of 18" and may "run" for extra movement as usual. Flight is usable in another form if it has wings.
  • Infravision: Dragons halve penalties for bad lighting when attacking targets that radiate warmth.
  • Eccentric: Celestial dragons hatch from the egg already slightly strange. Take the Arrogant, Curious, Suspicious (Major) or Vengeful (Major) Hindrance for no added benefit; this has no effect on the dragon’s Untested complication.
  • Extended Metamorphosis: Celestial dragons start life able to adopt a single human/humanoid form, which they can maintain for a number of hours equal to 3 × Spirit before needing at least six hours of rest. All other aspects of the Limited Metamorphosis ability are unchanged. 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.
  • 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.
  • 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.
  • Inherently Magical: Celestial dragon hatchlings are imprinted with the ability to cast spells. Begin with Arcane Background (Magic), 20 PPE, Spellcasting d4, and three powers chosen from the Ley Line Walker’s spell list. Additionally, whenever they take the Power Points Edge, they gain +10 PPE instead of +5.
  • Keen Claws*: The hooked claws of these dragons are especially large and sharp; gaining +4 additional AP. All other aspects of the Bite/Claws ability as well as other Edges or abilities which modify Claw attacks are unchanged.
  • Fear*: Hatchlings are terrifying and cause Fear checks to all who see their dragon form.
  • Starfarer: Celestial Dragons are at home in space. They add 6" to their Flight pace, and in space, may travel at the speed of light.
  • Major Psionic: Instead of the standard minor psionic abilities common to Dragon Hatchlings, the Celestial Dragon begins play with Arcane Background (Psionics), 20 total ISP, the Major Psionic Edge, Psionics d4, speak language, and two other powers—one is chosen from the standard minor psionic power list, and the other is chosen from the Mind Melter’s list (subject to Rank and including any possible Trapping limitations detailed therein, as normal).
  • Mighty†: Celestial dragons are incredibly tough and begin with a Strength of d12+3 and Vigor d10.
  • Resistant to Fire and Cold†: These dragons take −4 damage from all heat and cold based attacks.
  • Toxic Breath*†: A Celestial Dragon in its natural form can breathe a purple poisonous cloud using the Cone Template, or arc a Medium Blast Template sized cloud up to 18” (36 yards) distant (see Breath Weapons in Savage Worlds). The toxic vapor is a supernaturally potent neurotoxin. Those caught in the area of effect without an independent air supply (like Environmental Body Armor, filtration systems are ineffective) must check Vigor (–2 with a raise) or be Incapacitated for 1d4 minutes; double that with a Critical Failure.
  • 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. Note: traded for PTSD with GM permission due to setting and backstory.
  • 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.
Bennies 2

3 to start
-1 for PTSD
0 Wounds/0 Fatigue
Last edited by Zilaetheryan on Sun Mar 22, 2020 8:22 pm, edited 1 time in total.
Zilaetheryan
Humanoid Form Pace: 6; Parry: 7, 9 w/FIWS; Toughness: 22(11)
Dragon Form Pace: 6; Flight Pace: 18; Parry: 7; Toughness: 38(18) MDC; Size: 6
Notes: Causes Fear checks (in dragon form); Resistant to fire and cold (-4) (in dragon form); Enemies (human supremacists)
Zil
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Zilaetheryan
Posts: 28
Joined: Wed Feb 26, 2020 6:38 pm

Re: Zilaetheryan - Royal Frilled Dragon

Post by Zilaetheryan »

Powers
Arcane Background: Psionics
PPE/ISP: 20 - Recovery: 5/hour

See the Mystic Truth [detect arcana] (0 ISP, 1 minimum) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Eyes flash briefly with a muted glow. Innate Ability (may be activated once per round as a free action). Limitation (Self) for -1 Power Point to activate and Limitation (Aspect) for -1, cost factored in above.
  • Effect: May see and detect all supernatural objects, persons, or effects in sight. With a raise, caster knows the type of enchantment. May ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
  • Modifiers: None, generally.

Tongues of Babel [speak language] (0 ISP Cost, 1 minimum) [Novice]
  • Range: Self
  • Duration: 10 minutes
  • Trapping: Nothing visible, though it often appears as if Zil concentrates for a moment when activating. Limitation (self) for -1 ISP factored in above.
  • Effect: This power allows a character to speak, read, and write a sapient language other than his own. A raise on the arcane skill roll allows the user to appropriately use and understand slang and dialect as well.
  • Modifiers: None, generally.

Turn Spell [arcane protection] (0 ISP, minimum 1) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Limitation (self) for -1 PP to activate (factored in above)
  • Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.
  • Modifiers: None, usually.

Psychic Body Field [protection] (0 ISP, minimum 1) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Limitation (self) for -1 ISP (factored in above). Zil gets a little bit blurry.
  • Effect: Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise. Protection stacks with all other armor, natural or worn, and is negated by AP as usual.
  • Modifiers: MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).„ „ TOUGHNESS (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).

Telepathy [mind link] (1 ISP) [Novice]
  • Range: Smarts
  • Duration: 30 minutes
  • Trapping: No visible trapping.
  • Effect: Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed. Once activated, the Range between all linked minds is one mile, or five with a raise. If any of the linked chara cters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound). The speed of communi cation is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
  • Modifiers: ADDITIONAL RECIPIENTS (+1): The power may affect additional individuals for 1 additional Power Point each.

Twin Link [mind link] (0 ISP) [Novice]
  • Range: Unlimited
  • Duration: Permanent
  • Trapping: No visible trapping.
  • Effect: Kalaetheryan and Zilaetheryan are twin brothers. They can communicate with each other by thought.
  • Modifiers: None.
Zilaetheryan
Humanoid Form Pace: 6; Parry: 7, 9 w/FIWS; Toughness: 22(11)
Dragon Form Pace: 6; Flight Pace: 18; Parry: 7; Toughness: 38(18) MDC; Size: 6
Notes: Causes Fear checks (in dragon form); Resistant to fire and cold (-4) (in dragon form); Enemies (human supremacists)
Zil
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Zilaetheryan
Posts: 28
Joined: Wed Feb 26, 2020 6:38 pm

Re: Zilaetheryan - Royal Frilled Dragon

Post by Zilaetheryan »

Arcane Background: Magic
PPE/ISP: 20 - Recovery: 5/hour

Flashbang [blind] (2 PPE) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Trapping: Bright flash of blue light.
  • Effect: Those affected by this malicious power suffer blurred vision or near-complete blindness with a raise. Success means the victim suffers a −2 penalty to all actions requiring sight, or −4 with a raise. The victim automatically tries to shake off the effect with a Vigor roll as a free action at the end of his following turns. Success removes 2 points of penalties, and a raise removes the effect entirely.
  • Modifiers: AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.„ „ STRONG (+1): The Vigor roll to shake off the effect is made at −2. SELECTIVE (+1) With intense focus, the caster can choose not to affect any or all individual targets within a power's area of effect (picking all enemies instead of allies in a blast, for example).

Summon Mystic Bindings [entangle] (2 PPE) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Trapping: Semi-translucent, glowing blue chains appear and bind the target.
  • Effect: Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he's Bound. Victims may break free on their turn as detailed under Bound & Entangled on page 98.
  • Modifiers: AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.„ „ STRONG (+2): The entangling material is particularly resilient. Rolls to break free are made at −2 and its Hardness increases to 7. SELECTIVE (+1) With intense focus, the caster can choose not to affect any or all individual targets within a power's area of effect (picking all enemies instead of allies in a blast, for example).

PPE Whirlwind [havoc] (2 PPE) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Trapping: Bright blue light begins whipping around, wreaking havoc and raising a din.
  • Effect: This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions. With success, the caster places a Medium Blast Template anywhere within Range, or a Cone Template emanating from the caster (see Area Effect Attacks, page 97). Anyone touched by the template is Distracted and must then make a Strength roll (at −2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the Cone Template or directly away from the center if using a Blast Template (the caster chooses for those in the dead center). Victims who strike a hard object (such as a wall) take 2d4 damage (nonlethal unless it's a spiked wall or other more dangerous hazard). Airborne Targets: Flying or airborne targets suffer an additional −2 to their Strength rolls as they have no ground to brace themselves on.
  • Modifiers: AREA EFFECT (+1): Havoc affects a Large Blast Template.„ „ STRONG (+1): Strength rolls are made at −2. SELECTIVE (+1) With intense focus, the caster can choose not to affect any or all individual targets within a power's area of effect (picking all enemies instead of allies in a blast, for example). FATIGUE (+2) Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she's affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
Zilaetheryan
Humanoid Form Pace: 6; Parry: 7, 9 w/FIWS; Toughness: 22(11)
Dragon Form Pace: 6; Flight Pace: 18; Parry: 7; Toughness: 38(18) MDC; Size: 6
Notes: Causes Fear checks (in dragon form); Resistant to fire and cold (-4) (in dragon form); Enemies (human supremacists)
Zil
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Zilaetheryan
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Joined: Wed Feb 26, 2020 6:38 pm

Re: Zilaetheryan - Royal Frilled Dragon

Post by Zilaetheryan »

Background
Kalaetheryan, Malaetheryan, and Zilaetheryan are triplets, born of the same father and mother. Unlike most dragons, they like each other, and remained together and united, each one's power complementing the other. Kal tended towards the more cerebral pursuits, Mal favored the arcane, while Zil was a much more adept fighter. There were few enemies or obstacles the three of them couldn't overcome together.

50 years ago, a promise of ruling over a world of wealth and magic led them into a foul trap. The elf Ishiasha (Daughter of Fate in dragonese) tricked and captured them. She took them, bound and powerless, to a Runesmith. The Runesmith was, herself, an exceedingly old and powerful dragon. Unable to give birth to her own brood, she resorted to capturing young dragons. The Aetheryan brothers were bound together in a battery of arcane energy, which was installed into a great space ship. For 50 years, they knew only agony and torment as they were constantly filled, then drained, of PPE in order to fuel the craft.

Having been freed from their terrible confinement by the crew of the Remorseless, they have joined with the mercenaries in order to make their mark on the multiverse, eventually hoping to exact their revenge on Ishiasha and the Runesmith.
Zilaetheryan
Humanoid Form Pace: 6; Parry: 7, 9 w/FIWS; Toughness: 22(11)
Dragon Form Pace: 6; Flight Pace: 18; Parry: 7; Toughness: 38(18) MDC; Size: 6
Notes: Causes Fear checks (in dragon form); Resistant to fire and cold (-4) (in dragon form); Enemies (human supremacists)
Zil
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Zilaetheryan
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Joined: Wed Feb 26, 2020 6:38 pm

Re: Zilaetheryan - Royal Frilled Dragon

Post by Zilaetheryan »

Gear
FIWS (x2)
  • Tri Claws: Str+3d4 (increased to d8 w/Edges) MD; AP 6, +1 Parry each (+2 total)
  • Plasma Pistol: 12/24/48; 3d12+3 MD; ROF 1; It Burns (on a raise, does 3d6 fire damage until extinguished)
NG-57 Heavy Ion Blaster
  • 12/24/48; 1-3d8+2
  • ROF 1; Shots 10
  • Min Str d6; 5 lbs
Gladiator Medium EBA
  • +9 Armor; +2 Toughness
  • Min Str d6; 21 lbs
  • Can be worn under clothing (-2 to Notice) (HJ upgrade)
  • +2 Armor (HJ upgrade)
Battle Coat (Patron Duster)
  • +2 Armor, +1 Toughness
  • Pockets
  • Stacks with worn armor
Dragonbane Blade (Patron Item)
  • Str+2d6, Mega Damage, AP 8
  • Dragon Slayer: The wielders of these blades find themselves with the powers of anti-draconic champions, gaining the Champion edge as it relates to Dragons only. Additionally the weapon's AP doubles against dragons.
  • Radiates Enmity: The bearer of this blade, due to its powerful and palpable enchantments, suffer a –2 penalty to Persuasion rolls when dealing with dragons and dragons may become hostile with little provocation.
  • Claw-Seeking Blade; Additionally this weapon adds +1 to Parry and +1 to Fighting.
  • No Min Str (1 lb.)

Credits: 8,000
300,000 starting
-114,000 for armor and two HJ upgrades
-160,000 for dual FIWS
-18,000 for ion blaster

Contacts
Last edited by Zilaetheryan on Sun Mar 22, 2020 8:21 pm, edited 1 time in total.
Zilaetheryan
Humanoid Form Pace: 6; Parry: 7, 9 w/FIWS; Toughness: 22(11)
Dragon Form Pace: 6; Flight Pace: 18; Parry: 7; Toughness: 38(18) MDC; Size: 6
Notes: Causes Fear checks (in dragon form); Resistant to fire and cold (-4) (in dragon form); Enemies (human supremacists)
Zil
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Zilaetheryan
Posts: 28
Joined: Wed Feb 26, 2020 6:38 pm

Re: Zilaetheryan - Royal Frilled Dragon

Post by Zilaetheryan »

Advances

Hero’s Journey
  • Training: +3 skill points
  • Training: Martial Artist
  • Training: Brawler
  • Education: +3 skill points


Advances
  • Bonus from Hindrances: Increase Spirit 2 die steps
  • Edge(s) granted by Racial Features: Lots
  • Cybernetic Modifications: None
  • Novice 1 Advance: Increase Smarts
  • Novice 2 Advance: Two-Fisted
  • Novice 3 Advance: Ambidextrous
  • Seasoned 1 Advance: Increase Agility to d10
  • Seasoned 2 Advance: Skill Points x2
  • Seasoned 3 Advance: Twin Soul
  • Seasoned 4 Advance: Dragon Master Psychic
  • Veteran 1 Advance: Dragon Fast Regeneration
  • Veteran 2 Advance: Increase Vigor
  • Veteran 3 Advance: Dragon Metamorphosis
  • Veteran 4 Advance: Skill Points x2
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Zilaetheryan
Humanoid Form Pace: 6; Parry: 7, 9 w/FIWS; Toughness: 22(11)
Dragon Form Pace: 6; Flight Pace: 18; Parry: 7; Toughness: 38(18) MDC; Size: 6
Notes: Causes Fear checks (in dragon form); Resistant to fire and cold (-4) (in dragon form); Enemies (human supremacists)
Zil
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Death Otter
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Joined: Fri Oct 05, 2018 9:25 pm

Re: Zilaetheryan - Celestial Dragon

Post by Death Otter »

Looks good! Dragon martial artist. Very cool build. Looking forward to seeing him in action!
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Pursuit
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Re: Zilaetheryan - Celestial Dragon

Post by Pursuit »

2020 Q3 PTSD roll: Spirit 1d8!: [3] = 3 , Wild 1d6!: [4] = 4
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Pursuit
Game Master
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Re: Zilaetheryan - Celestial Dragon

Post by Pursuit »

2021 Q2 PTSD roll: Spirit 1d8!, Wild 1d6!: [3]+[2] = 5
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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