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)
Dragon Form Pace: 6; Flight Pace: 18 Parry: 7*; Toughness: 39(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
0 Wounds/0 Fatigue