Architect - Legendary Chaing Ku Alchemist

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Architect
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Architect - Legendary Chaing Ku Alchemist

Post by Architect »

Race
Chaing Ku Dragon (Re-worked Royal Frilled Dragon)
Royal Frilled
One of the most fearsome and powerful types of dragons, the Royal Frilled are natural masters of the arcane. Their scale coloration is widely varied, from light greens and blues to fantastic oranges and reds. This is contrasted by their frills which are typically a deep violet or royal blue in color (their namesake), and run along the sides of their torso, limbs, and neck. Normally extended when the Royal Frilled are angered, the frills are quite intimidating.

Though widely feared, these dragons enjoy the company of humans much more than most of their kin, and regularly live among mortals (and manipulate them) by leveraging their especially potent metamorphosis and psionic powers.
  • Eccentric: Royal Frilled 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: Royal Frilled 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.

    Inherently Magical: Royal Frilled 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. Additionally, when Royal Frilled dragons extend their frills (a free action), opponents check Fear or resist Intimidation at a −2 penalty (stacks with similar effects).

    Major Psionic: Instead of the standard minor psionic abilities common to Dragon Hatchlings, the Royal Frilled begin 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†: Royal Frilled 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 Royal Frilled 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.
Dragon Hatchling
Creatures of unbridled magic and psionic potential, monstrous and mighty in their natural forms, dragons fascinated humanity for millennia as terrifying villains and inscrutable sources of knowledge. Their existence was considered entirely within the realm of fiction...until the Coming of
the Rifts.

It’s likely one or two may have made their way to Earth in ancient times (long before the Golden Age of Man), when it’s believed by many that magic was strong in the world. This would easily explain the images and stories. Dragons feed on magic, thriving where it flows freely. As the ley lines awakened and ripped holes in space and time, the billions of beings drawn to Earth included a huge number dragons. By nature, most dragons don’t share territory—or anything else—well with others of their kind, so they scattered across the globe and staked out their territories.

Of course, they also began to breed.

HERO’S JOURNEY (ONE ROLL)
Due to their very young starting age, as well as their enormous raw power, Dragon Hatchlings only gain one roll on the Hero’s Journey Tables. They are restricted to Education, Psionics, and Training—representing something imprinted on the dragon’s psyche from a parent at birth.

HAPPY BIRTHDAY!
Playing a dragon in Savage Rifts® means starting out as a Dragon Hatchling. At most, the character is a few months old, and he may be only weeks, or even mere days from his hatching. He was born alone, left to incubate for years in an egg after his parents mated, then parted ways. Through an early psionic bond, 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 hatched. Within minutes of cleaning the last eggshell from his form, a Dragon Hatchling knows how to fly, use his breath as a weapon, and communicate effectively in Dragonese/Elven (and even grasps basic math principles).

What a Dragon Hatchling does not know is anything about morals, ethics, or how to get along in the world. A newly hatched dragon seeks out 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.

UNLIMITED GROWTH POTENTIAL
Dragon Hatchlings start life with an incredible array of natural gifts and powers, making them dangerous foes and tremendous allies. Their potential is even greater as they grow both in size and arcane capability—they begin with an enormous pool of natural PPE, which only increases when they inevitably take up a magical path of study.

DRAGON HATCHLING ABILITIES AND BONUSES
Though various species of dragons have their own range of powers, most special abilities are shared in common among all dragons and can be used whether in dragon form or human form. Abilities marked with an asterisk (*) are usable only in dragon form, while those marked with a dagger (†) vary between different species of dragons—the ability presented here is only for the Flame Wind Dragon Hatchling. Dragons have additional abilities available to them as Iconic Edges, some are available to all dragons and some are restricted to their specific type.
  • 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 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).

    Expanded Awareness: Dragons have the detect arcana power as an Innate Ability (see page 68) 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 12" 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.

    Limited Metamorphosis: 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.

    Minor Psionic: Dragons begin with Arcane Background (Psionics), 10 ISP, Psionics d4, speak language and two other powers chosen from the standard psionic power list on page 120.

    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.
Chaing Ku
One of the most mysterious and powerful types of dragons, the Chaing Ku are te unseen guardians of humanity. Their scale coloration is widely varied, from light greens and blues to fantastic oranges and reds. They have six legs, long slender bodies without wings. The one accurate depiction of the Chaing Ku are their whiskered of mustached snouts.

Though widely feared, these dragons enjoy the company of humans much more than most of their kin, and regularly live among mortals leveraging their especially potent metamorphosis and near infinite sources of knowledge.
  • 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 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).

    Eccentric: Chaing Ku dragons hatch from the egg already commited to preserving humanity. Take the Code of Honor (Major), Curious, Loyal, or Vow (Major) Hindrance for no added benefit; this has no effect on the dragon’s Untested complication.

    Expanded Awareness: Dragons have the detect arcana power as an Innate Ability (see page 68) 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.

    Extended Metamorphosis: Royal Frilled 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.

    Fear*: Hatchlings are terrifying and cause Fear checks to all who see their dragon form. Additionally, when Royal Frilled dragons extend their frills (a free action), opponents check Fear or resist Intimidation at a −2 penalty (stacks with similar effects).

    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.

    Inherently Magical: Chaing Ku hatchlings are imprinted with the ability to cast spells as well as create alchemical droughts and potions. Begin with Arcane Background (Weird Science), 20 PPE, Weird Science d4, and three powers chosen from the Techno-Wizard’s spell list. Additionally, whenever they take the Power Points Edge, they gain +10 PPE instead of +5.

    Infravision: Dragons halve penalties for bad lighting when attacking targets that radiate warmth.

    -->> 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.

    Limited Metamorphosis: 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.

    Major Psionic: Instead of the standard minor psionic abilities common to Dragon Hatchlings, the Royal Frilled begin 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†: Royal Frilled dragons are incredibly tough and begin with a Strength of d12+3 and Vigor d10.

    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.

    Resistant to Fire and Cold†: These dragons take −4 damage from all heat and cold based 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.

    -->> Toxic Breath*†: A Royal Frilled 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.
Techno-Wizard/Weird Science Powers
NOVICE
  • Arcane Protection
    Blind
    Burrow
    Burst
    Confusion
    Darksight
    Deflection
    Detect/Conceal Arcana
    Entangle
    Environmental Protection
    Havoc
    Healing
    Light/Darkness
    Protection
    Relief
    Smite
    Sound/Silence
    Speak Language
    Stun
    Wall Waker
SEASONED
  • Barrier
    Blast
    Damage Field
    Dispel
    Farsight
    Invisibility
    Sloth/Speed
    Slumber
    Telekinesis
    Teleport
    Warrior's Gift
VETERAN
  • Drain Power Points
    Fly
HEROIC
  • Intangibility
Minor Psionic Powers
NOVICE
  • arcane protection*
    bolt
    boost Trait†
    confusion
    darksight*
    detect/conceal arcana*
    empathy
    entangle
    environmental protection*
    fear
    havoc
    healing
    mind link
    relief
SEASONED
  • disguise*
    farsight*
    object reading
    telekinesis
    warrior’s gift*
VETERAN
  • fly*
HEROIC
  • divination
Powers marked with an asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those marked with a dagger (†) have both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds).
Mind Melter's Powers
NOVICE
  • arcane protection
    blind
    bolt
    boost/lower Trait
    confusion
    darksight*
    deflection*
    elemental manipulation
    empathy
    entangle
    environmental protection*
    fear
    havoc
    healing
    illusion
    invisibility*
    mind link
    mind reading
    protection*
    relief
    smite*
    sound/silence
    speak language*
    stun
SEASONED
  • barrier
    damage field*
    disguise
    farsight*
    object reading
    sloth/speed
    slumber
    telekinesis
    warrior’s gift*
VETERAN
  • fly*
    mind wipe
    puppet
HEROIC
  • divination
    intangibility*
All powers marked with an asterisk (*) have the Range (self) limitation; ISP costs are reduced accordingly.
Iconic Framework
None

Hero's Journey
Education [15]
Born with a natural inquisitiveness, Architect has a gift for research and finding
things out. He has the Research skill at d8.

Enchanted Items & Mystic Gadgets [16]
Architect has a rare and coveted suit of TW Cyber-Knight Heavy Armor (see page 91), which may or may not place him on a few bounty lists in both the Coalition and the Federation of Magic.

Experience & Wisdom [17]
There are moments when everything comes together and an opportunity presents itself. Architect knows how to make the most of just such a moment. Gain the Elan Edge.


Hindrances
Code of Honor (Major)
Heroic (Major)
Loyal (Minor)
Vow (Minor or Major)

Attributes (3 points)
Agility d4 --> d6 (1) --> d8 (6S)
Smarts d4 --> d8 (2) --> d10 (2N)
Spirit d4 --> d6 (IA) --> d8 (10V)
Strength d12+3
Vigor d10

Skills (10 points)
Athletics (Ag) d4
Common Knowledge (Sm) d4
Notice (Sm) d4 --> d6 (1)
Persuasion (Sp) d4 --> d6 (3N)
Stealth (Ag) d4

Academics (Sm) --> d4 (1)
Fighting (Ag) -- d6 (2) --> d8 (7S)
Language (Sm) --> d4 (1)
Occult (Sm) --> d4 (1) --> d6 (7S) --> d8 (11V) --> d10 (13H)
Psionics (Sm) --> d4 (Dragon) --> d8 (2) --> d10 (12H)
Repair (Sm) --> d4 (3N) --> d6 (11V) --> d8 (13H)
Research (Sm) -- d8 (HJ)
Science (Sm)
Survival (Sm)
Weird Science (Sm) --> d4 (Dragon) --> d8 (2) --> d10 (12H)

Derived Statistics
Standard Pace
Parry
Toughness

Advances
Hindrance Advance 1 - Power Points Edge (WS - 30 PPE)
Hindrance Advance 2 - INC Spirit 1DT (d6)
Advance 1 Novice - Power Points Edge (WS - 40 PPE)
Advance 2 Novice - INC Smarts 1DT (d10)
Advance 3 Novice - LEARN Repair (d4) / INC Persuasion (d6)
Advance 4 Seasoned - Master of Magic Edge
Advance 5 Seasoned - Dragon Master Psychic Edge - [Elemental Manipulation], Telekinesis, Object Reading
Advance 6 Seasoned - INC Agility 1DT (d8)
Advance 7 Seasoned - INC Fighting (d8)/Occult (d6)
Advance 8 Veteran - New Powers (WS) Edge - Dispel, Drain Power Points
Advance 9 Veteran - Gadgeteer Edge
Advance 10 Veteran - INC Spirit 1DT (d8)
Advance 11 Veteran - INC Repair (d6)/Occult (d8)
Advance 12 Heroic - INC Weird Science (d10)/Psionics (d10)
Advance 13 Heroic - INC Repair (d8)/Occult (d10)
Advance 14 Heroic - New Powers (WS) Edge - Invisibility, Intangibility
Advance 15 Heroic - Artificer Edge
Advance 16 Legendary - Minor Item Creation Edge
Advance 17 Legendary - Major Item Creation Edge

Edges

Gear
Last edited by Architect on Thu Apr 30, 2020 9:57 am, edited 8 times in total.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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Re: Architect - Legendary Chaing Ku Alchemist

Post by Architect »

@Ndreare

I am sure others will want to wade in on this topic.

Chaing Ku Dragons.
Utilizing Royal Frilled Dragon Template
Switching out
  • Keen Claws
    Toxic Breath
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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Posts: 299
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Re: Architect - Legendary Chaing Ku Alchemist

Post by Architect »

Race
  • Eccentric: Chaing-Ku 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: Chaing-Ku 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.

    Inherently Magical: Chaing-Ku 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. Additionally, when Royal Frilled dragons extend their frills (a free action), opponents check Fear or resist Intimidation at a −2 penalty (stacks with similar effects).

    Major Psionic: Instead of the standard minor psionic abilities common to Dragon Hatchlings, the Chaing-Ku begin 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†: Chaing-Ku 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 Royal Frilled 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.

    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 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).

    Expanded Awareness: Dragons have the detect arcana power as an Innate Ability (see page 68) 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 12" 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.

    Limited Metamorphosis: 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.
Iconic Framework
None

Hero's Journey
1 from Race - 2 from Setting
Education [15]
Born with a natural inquisitiveness, Architect has a gift for research and finding
things out. He has the Research skill at d8.

Enchanted Items & Mystic Gadgets [16]
Architect has a rare and coveted suit of TW Cyber-Knight Heavy Armor (see page 91), which may or may not place him on a few bounty lists in both the Coalition and the Federation of Magic.

Experience & Wisdom [17]
There are moments when everything comes together and an opportunity presents itself. Architect knows how to make the most of just such a moment. Gain the Elan Edge.

Hindrances
Code of Honor (Major)
Heroic (Major)
Loyal (Minor)
Vow (Minor or Major)

Attributes (3 points)
Agility d4 --> d6 (1) --> d8 (6S)
Smarts d4 --> d8 (2) --> d10 (2N)
Spirit d4 --> d6 (IA) --> d8 (10V)
Strength d12+3
Vigor d10

Skills (10 points)
Athletics (Ag) d4
Common Knowledge (Sm) d4
Notice (Sm) d4 --> d6 (1)
Persuasion (Sp) d4 --> d6 (3N)
Stealth (Ag) d4

Academics (Sm) --> d4 (1)
Fighting (Ag) -- d6 (2) --> d8 (7S)
Language (Sm) --> d4 (1)
Occult (Sm) --> d4 (1) --> d6 (7S) --> d8 (11V) --> d10 (13H)
Psionics (Sm) --> d4 (Dragon) --> d8 (2) --> d10 (12H)
Repair (Sm) --> d4 (3N) --> d6 (11V) --> d8 (13H)
Research (Sm) -- d8 (HJ)
Science (Sm)
Survival (Sm)
Weird Science (Sm) --> d4 (Dragon) --> d8 (2) --> d10 (12H)

Derived Statistics
Standard Pace
Parry
Toughness

Advances
Hindrance Advance 1 - Power Points Edge (WS - 30 PPE)
Hindrance Advance 2 - INC Spirit 1DT (d6)
Advance 1 Novice - Power Points Edge (WS - 40 PPE)
Advance 2 Novice - INC Smarts 1DT (d10)
Advance 3 Novice - LEARN Repair (d4) / INC Persuasion (d6)
Advance 4 Seasoned - Master of Magic Edge
Advance 5 Seasoned - Dragon Master Psychic Edge - [Elemental Manipulation], Telekinesis, Object Reading
Advance 6 Seasoned - INC Agility 1DT (d8)
Advance 7 Seasoned - INC Fighting (d8)/Occult (d6)
Advance 8 Veteran - New Powers (WS) Edge - Dispel, Drain Power Points
Advance 9 Veteran - Gadgeteer Edge
Advance 10 Veteran - INC Spirit 1DT (d8)
Advance 11 Veteran - INC Repair (d6)/Occult (d8)
Advance 12 Heroic - INC Weird Science (d10)/Psionics (d10)
Advance 13 Heroic - INC Repair (d8)/Occult (d10)
Advance 14 Heroic - New Powers (WS) Edge - Invisibility, Intangibility
Advance 15 Heroic - Artificer Edge
Advance 16 Legendary - Minor Item Creation Edge
Advance 17 Legendary - Major Item Creation Edge

Edges

Gear
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Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Re: Architect - Legendary Chaing Ku Alchemist

Post by Architect »

Character Sheet

Player Name: Sgt 86Delta/Nathaniel
Google Handle: Sgt 86Delta
Character Name
Rank: Advances Left:
Race:
Iconic Framework:
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Pace: 0; Parry: 0 (½ Fighting +2); Toughness: 0 (½ Vigor+2 plus armor); Strain: 0

Skills:
  • CORE
    • Skill d4
    • Skill d4
    • Skill d4
    • Skill d4
    • Skill d4
    • Skill d4
    STANDARD
    • Skill d4
    • Skill d4
    • Skill d4
    • Skill d4
    • Skill d4
    • Skill d4

Hindrances
  • Hindrance (Major): brief description
  • Hindrance (Minor): brief description
  • Hindrance (Minor): brief description
Edges
  • New Edge: brief description
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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AwkTech -
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Architect - Legendary Chaing Ku Alchemist

Post by Ndreare »

You have two of these, both are real busy with variants. Which one is getting cleaned and do I need to move to War Breakers?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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