Thursday

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Thursday
Posts: 51
Joined: Sun Mar 29, 2020 4:55 pm
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Thursday

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Roll
[dice:3mlxnzjp]64792:0[/dice:3mlxnzjp]
Thursday the Unique Dragon
Thursday

Bennies: 11

Wounds: 0/4 Fatigue: 0/2

Attributes: Agility d6, Smarts d10, Spirit d4, Strength d12+3, Vigor d10

Pace: 6 Walk / 12 Fly; Parry: 7; Toughness: 35 (16 of which is Armor); Strain: 0

PPE: 30/30 ISP: 20/20
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Thursday
Posts: 51
Joined: Sun Mar 29, 2020 4:55 pm
Location: OH

Re: Thursday (For Far From Home)

Post by Thursday »

Thursday

Rank: Seasoned 1 Advances Left: 0
Race: Royal Frilled Dragon
Iconic Framework: Royal Frilled Dragon
Attributes: Agility d6, Smarts d10, Spirit d4, Strength d12+3, Vigor d10
Pace: 6/12; Parry: 7; Toughness: 35 (16 of which is Armor); Strain: 0
Skills:
  • Athletics (Ag) - d12
  • Common Knowledge (Sm) - d4
  • Fighting (Ag) - d10
  • Notice (Sm) - d4
  • Persuasion (Sp) - d4
  • Psionics (Sm) - d8
  • Spellcasting (Sm) - d8
  • Stealth (Ag) - d4
  • Survival (Sm) - d4
  • Throwing (Ag) - d4
Hindrances
  • Loyal (Minor): Thursday has become somewhat loyal, or at least respectful to his "property." The property being his allies and those he fights with. It's a question of whether he keeps them alive for their usefulness or because they're considered his friends - a word he doesn't have much of a grasp on.
  • Greedy (Minor): Thursday is starting to like the idea of collecting things. He likes to pick things up, especially shinies - if allowed. At the end of combat, he oftentimes creates a mini hoard (classic dragon) by tossing things of interest in a pile and "guarding it." He likes to have a share of what he collects or at least "loans" it out or let those close to him borrow it.
  • Clueless (Major): Thursday, being curious and still learning the world he is in, still is also very clueless about the world. Learning is one thing... understanding it, however, is a completely different story. His senses also not seem to be the greatest as he oftentimes either loses sight of the subject or just lacks the attention span and moves his attention to something else.
  • Curious: Thursday somewhat lacks morals, ethics and a bit of sense as well as has terrible social skills. He oftentimes asks people as to why they do what they do, if it's acceptable among society, outcomes, etc. He may sometimes also likes to mess with different items and fiddles around with them at times. He loves to explore and see new things.
  • Outsider: -2 Charisma, treated badly by those of the more dominant society. Thursday not only lacks in social skills... but he's a dragon. He isn't usually the one best suited to be talking with people as he'll probably get on their nerves or make them uncomfortable.
DRAGON HATCHLING ABILITIES AND BONUSES
  • Armored Hide*: Dragons have +16 M.D.C. 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.
  • 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.
  • 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 x 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 Filled 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.
  • Infravision: Dragons halve penalties for bad lighting when attacking targets that radiate warmth.
  • 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.
  • Major Psionic: Start with AB Psionics, 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
  • 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 are 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.
  • Resistance 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 breath 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 COMPLICATIONS
  • Cybernetics: Dragons cannot take cybernetics at any point. Their bodies reject such foreign implants.
  • 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.
  • 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 Non-Standard 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.
  • Large: Normal sized enemies get a +2 to hit when not in metamorphosis
  • 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 Hatchling have not had time to develop moral codes, physical limitations, or hoibles. 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.
Edges and Iconic Abilities
  • Arcane Background (Magic): Gain access to magic, 10 PPE and 3 spells.
  • Arcane Background (Psionic): Gain access to psionics, 10 ISP and 3 powers.
  • Brute: Treat Athletics as linked to Strength instead of Agility for purposes of Advancement. The character may also resist Athletics Tests with Strength if she chooses. Finally, Brutes increase the Short Range of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.
  • Hero's Journey Training (1-3): Due to training, either in the military or any other means, you have more experience in combat. You gain 5 more skill points to put into the Shooting, Fighting, or Throwing Skills.
  • Hero's Journey (11): From out of a Rift... Some hang like bizarre lanterns in the sky, while others aren’t seen until they suddenly pop open and spill out who-knows-what. Your character happened to be near one when it disgorged something. From that incident came some lasting effect or items, and may have led to her ultimately arriving at Castle Refuge.
  • Major Psionic: Before attempting a Psionics skill roll, may spend 2 ISP to gain +1 to the roll, or 4 to for +2.
  • Martial Artist: He adds +1 when striking with Natural Weapons and causes Strength+d4 damage. If he already has a Strength damage die from the Claws racial ability (page 18) or the Brawler Edge, increase the damage a die type. Martial Artist does not add to damage from other Natural Weapons such as fangs or horns.
Last edited by Thursday on Sat Apr 17, 2021 8:56 am, edited 13 times in total.
Thursday the Unique Dragon
Thursday

Bennies: 11

Wounds: 0/4 Fatigue: 0/2

Attributes: Agility d6, Smarts d10, Spirit d4, Strength d12+3, Vigor d10

Pace: 6 Walk / 12 Fly; Parry: 7; Toughness: 35 (16 of which is Armor); Strain: 0

PPE: 30/30 ISP: 20/20
User avatar
Thursday
Posts: 51
Joined: Sun Mar 29, 2020 4:55 pm
Location: OH

Re: Thursday (For Far From Home)

Post by Thursday »

Powers
Arcane Background: Magic
PPE: 30 - Recovery: 5/Hour

Draconic Recovery [Healing] (3 PPE) [Novice]
Range: Touch
Duration: Instant
Trapping: Draconic Regeneration
Effect:
Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.

Modifiers
  • GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
  • CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
  • NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.

Rule By Fear [Puppet] (3 PPE) [Veteran]
Range: Smarts
Duration: 5
Trapping: Frills extend/scaring enemies
Effect:
Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. With success, the victim automatically obeys commands that don’t directly harm himself or those he cares about. With a raise, the target is completely controlled, but gets an automatic Spirit roll as a free action to avoid directly harming himself or those he cares about. If the puppet’s resistance succeeds, he doesn’t carry out that particular command but doesn’t otherwise resist his master. With a raise, he breaks the controller’s hold and the power ends. Commands are general, such as “attack that person” or “open that door.” The controller doesn’t get to dictate how many actions the victim uses in a turn, whether or not he uses his Sweep Edge, etc.

Modifiers
  • ADDITIONAL RECIPIENTS (+2): The caster may affect others at the cost of 2 Power Points each.
Mind Controlled Subjects [Summon Ally] (2+ PPE) [Novice]
Range: Smarts
Duration: 5
Trapping: People Thursday has previously mind controlled
Effect:
This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate Size but can appear differently based on the caster’s trappings. It materializes anywhere in Range, and with a raise on the arcane skill roll, it’s Resilient as well.

The ally acts on its creator’s Action Card and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is Incapacitated, it fades into nothingness, leaving no trace behind.

The type of servant that can be summoned depends on the caster’s Rank.

With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a wolf, for example, the caster might exchange the Shooting skill for Survival so that the “animal” can track its foes.
MODIFIERS
  • BITE/CLAW (+1): The ally can bite or claw at Str+d6.
  • FLIGHT (+2): The ally can fly at Pace 12.
  • MIND RIDER (+1): The caster can communicate and sense through the ally.
Arcane Background: Psionics
ISP: 20 - Recovery: 5/Hour

Comprehension [Speak Language] (1 ISP) [Novice]
Range: Self-Only
Duration: 10 minutes
Trapping: Psionics
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.
Draconic Power [Boost Trait] (1 ISP) [Novice]
Range: Self-Only (Boost Only)
Duration: 5
Trapping: Growing in size or surrounding aura
Effect:
This power allows a character to increase a Trait (attribute or skill). Boosting a Trait increases the selected Trait one die type, or two with a raise, for five rounds. Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
Thicker Skin [Protection] (2 ISP) [Novice]
Range: Self Only
Duration: 5
Trappings: Hide/flesh gets thicker
Effect:
Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise. Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster. 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).
Last edited by Thursday on Thu Apr 02, 2020 2:02 pm, edited 1 time in total.
Thursday the Unique Dragon
Thursday

Bennies: 11

Wounds: 0/4 Fatigue: 0/2

Attributes: Agility d6, Smarts d10, Spirit d4, Strength d12+3, Vigor d10

Pace: 6 Walk / 12 Fly; Parry: 7; Toughness: 35 (16 of which is Armor); Strain: 0

PPE: 30/30 ISP: 20/20
User avatar
Thursday
Posts: 51
Joined: Sun Mar 29, 2020 4:55 pm
Location: OH

Re: Thursday (For Far From Home)

Post by Thursday »

Background

Thursday, the Royal Frilled dragon, was hatched and discovered on the same day he is named after… Thursday! He was tossed out of the rift within a few hours of hatching and put onto Earth. He explored the territory for a while and he spotted a small group of people. He stalked them to their campsite and when one went scouting he followed them. Not sure if it was curiosity or entertainment, he continued stalking until the scout got attacked by a large bear. Thursday jumped out and tore the bear asunder, saving the scout and not long after slaying the bear he mended the scout's wounds. The scout, shocked yet perhaps a bit thankful, decided to try and bring him back to the Tomorrow Legion with him. He had Thursday take over a Human Metamorphosis, although the metamorphosis looked exactly like the man Thursday had saved - it’s definitely better than a Dragon. He brought him back to camp and prepped his friends for a journey back to base. When they traveled there, the scout had talked to his superiors about the situation and they decided to take Thursday in and gave him his name. Now, as a new member of the Tomorrow Legion, Thursday learns about the world he is in as well as those who live in it. Thursday works for the Tomorrow Legion in turn for their protection. They usually try to find ways to entertain him so he doesn’t explore the base and make a mess of things.

Thursday starts the game at about 1 to 2 weeks old. With him being young, dangerous and easily swayed by others' morals and ideology, they usually have others supervise him or act as overseers - what others may call “dragon-sitting duty” if they have a distaste for it. Those who do enjoy supervising him usually call it “overseeing” and are usually Thursdays favorites - which he commonly requests to have watch over him and claims them as his own property at times. A lot of the Tomorrow Legion “dragon-sitters” treat him like a child, causing him in turn to somewhat act like one at times. He is driven by a powerful curiosity, asking some of the most obvious questions. Oftentimes asking as to why an action may or may not be permitted and then proceeding to ask what would happen if such action were to go on.
Thursday the Unique Dragon
Thursday

Bennies: 11

Wounds: 0/4 Fatigue: 0/2

Attributes: Agility d6, Smarts d10, Spirit d4, Strength d12+3, Vigor d10

Pace: 6 Walk / 12 Fly; Parry: 7; Toughness: 35 (16 of which is Armor); Strain: 0

PPE: 30/30 ISP: 20/20
User avatar
Thursday
Posts: 51
Joined: Sun Mar 29, 2020 4:55 pm
Location: OH

Re: Thursday (For Far From Home)

Post by Thursday »

Gear

Silver Claws: Can be used in Human or Dragon form. Raise Claw Damage (Dragon) or Unarmed Damage (Human) by a die type. Silver.
A gift from Fanya, a Mystic Kuznya. "You are very young. It has been some time since I saw the exuberance of a youthful dragon. It is both amusing and terrifying. Even fully grown you would struggle against the Nightingale. May these silver trinkets aid you."

Credits: 0
Last edited by Thursday on Sat Apr 17, 2021 8:53 am, edited 1 time in total.
Thursday the Unique Dragon
Thursday

Bennies: 11

Wounds: 0/4 Fatigue: 0/2

Attributes: Agility d6, Smarts d10, Spirit d4, Strength d12+3, Vigor d10

Pace: 6 Walk / 12 Fly; Parry: 7; Toughness: 35 (16 of which is Armor); Strain: 0

PPE: 30/30 ISP: 20/20
User avatar
Thursday
Posts: 51
Joined: Sun Mar 29, 2020 4:55 pm
Location: OH

Re: Thursday (For Far From Home)

Post by Thursday »

Advances

Initial Advances: Increase Athletics by 2 die types (2 points). Gain Edge - Brute (2 points).
(Bonus from Hindrances): 4
Chosen Hindrances: Loyal (Minor), Greedy (Minor), Clueless (Major)
Cybernetic Modifications: N/a
* Novice 1 Advance: Attribute Increase (Smarts)
* Novice 2 Advance: Edge (Power Points - PPE)
* Novice 3 Advance: Edge (Martial Artist)
* Seasoned 1 Advance: Attribute Increase (Agility)
* Seasoned 2 Advance: NOT YET ACQUIRED - Maybe Acquire Ambidextrous
* Seasoned 3 Advance: NOT YET ACQUIRED - Master Psychic?
* Seasoned 4 Advance: NOT YET ACQUIRED - Dragon Teleportation?
* Veteran 1 Advance: NOT YET ACQUIRED - Dragon Grows Larger
* Veteran 2 Advance: NOT YET ACQUIRED - Attribute Increase
* Veteran 3 Advance: NOT YET ACQUIRED
* Veteran 4 Advance: NOT YET ACQUIRED
* Heroic 1 Advance: NOT YET ACQUIRED - Dragon Grows Huge
* Heroic 2 Advance: NOT YET ACQUIRED - Attribute Increase
* Heroic 3 Advance: NOT YET ACQUIRED
* Heroic 4 Advance: NOT YET ACQUIRED
* Legendary 1 Advance: NOT YET ACQUIRED - Attribute Increase
* Legendary 2 Advance: NOT YET ACQUIRED
* Legendary 3 Advance: NOT YET ACQUIRED
* Legendary 4 Advance: NOT YET ACQUIRED
Last edited by Thursday on Fri Oct 23, 2020 9:08 pm, edited 1 time in total.
Thursday the Unique Dragon
Thursday

Bennies: 11

Wounds: 0/4 Fatigue: 0/2

Attributes: Agility d6, Smarts d10, Spirit d4, Strength d12+3, Vigor d10

Pace: 6 Walk / 12 Fly; Parry: 7; Toughness: 35 (16 of which is Armor); Strain: 0

PPE: 30/30 ISP: 20/20
User avatar
Thursday
Posts: 51
Joined: Sun Mar 29, 2020 4:55 pm
Location: OH

Re: Thursday

Post by Thursday »

Fighty Stuffs

Claw Attack: Fighting+1
Damage: Str+3d6
AP:10

With Silver Claws Equipped

Claw Attack: Fighting +1
Damage: Str+3d8
AP: 10
Thursday the Unique Dragon
Thursday

Bennies: 11

Wounds: 0/4 Fatigue: 0/2

Attributes: Agility d6, Smarts d10, Spirit d4, Strength d12+3, Vigor d10

Pace: 6 Walk / 12 Fly; Parry: 7; Toughness: 35 (16 of which is Armor); Strain: 0

PPE: 30/30 ISP: 20/20
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