Grynn (Dragon Hatchling)

Heroes of the Vampire Kingdoms
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Grynn (Dragon Hatchling)

Post by Grynn »

Hero's Journey 1 (Psionics): [dice]0[/dice]

Hero's Journey 1 (Psionics): [dice]1[/dice]

Narrative Hook: [dice]2[/dice]
Last edited by Grynn on Wed Dec 13, 2017 8:16 pm, edited 4 times in total.
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 3 from Blaze of Glory

ISP: 15/15
PPE: 20/30
Powers: Bolt, Boost/Lower Trait, Deflection, Detect/Conceal Arcana, Invisibility, Light/Obscure, Slumber, Smite

Wounds:
Fatigue::

Currently playing in: Vampire Kingdoms
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Grynn
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Re: Grynn (Dragon Hatchling)

Post by Grynn »

Hatchling.jpg
Character Sheet

Player Name: Alan
Google Handle: ignuspyre
Character Name: Grynn
Rank: Seasoned Experience: 35 Advances Left: 0
Race: Flame Wind Dragon Hatchling

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+4, Vigor d8
Charisma: 0 (+2 w/ Dragons); Pace: 6 (12 Flight); Parry: 5; Size: 6
Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
ISP: 15; PPE: 30; Strain: 1 (remaining of 6)

Skills:
  • Fighting (Ag): d6
  • Intimidation (Sp): d4
  • Knowledge (Arcana) (Sm): d4
  • Language (Dragonese) (Sm): Native
  • Language (American) (Sm): d4
  • Notice (Sm): d6
  • Persuasion (Sp): d4
  • Psionics (Sm): d8 (d6 free)
  • Shooting (Ag): d6
  • Spellcasting (Sm): d8

Hindrances
  • Heroic (Major):
    • "Are you in need of assistance? Have vampires got you down? Desperate for a helping claw? Have no fear! Grynn is here! Confusingly not always smiling like his name, but he will help you. His friends have taught him to do so."
  • Loyal (Minor):
    • Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
  • Outsider (Minor): (Racial)
    • In a society made up of only a few types of people, your hero isn’t one of them. Locals are likely to raise prices on the Outsider, ignore pleas for help, and generally treat him as if he’s of a lower class than the rest of their society. In addition, your hero’s Charisma suffers a –2 modifier among all but his own people.
  • Poverty (Minor):
    • Unlike some types of dragons, Grynn isn't looking to set up a hoard and have as much treasure as possible. He is too busy for that sort of thing, and there aren't a lot of shops to buy things at in the Vampire Kingdoms.
    • He starts with half the usual money for your setting and just can’t seem to hang onto funds acquired after play begins. In general, the player halves his total funds every game week.
Edges
  • Arcane Background (Psionics) (Racial
  • Arcane Background (Magic)
    • This is the Edge your character must purchase to have any sort of magical, psionic, or other supernatural ability.
    • Backlash: When a wizard rolls a 1 on his Spellcasting die (regardless of his Wild Die), he is automatically Shaken. This can cause a wound.
  • Attractive: (Enchanted Item)
    • It’s no secret that beautiful people have an easier time getting their way in life. A soft glow, a bit more shine, a slight glamer, something seems to make the person more alluring. This Edge grants your beautiful or handsome character +2 to Charisma.
  • Metamorphosis:
    • A dragon may change his shape and size at will, appearing as any living creature from the size of a house cat to anything his natural size and weight. He can maintain any such form indefinitely, even while sleeping. 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 *). Only gear carried in humanoid form (see Limited Metamorphosis below) is assumed into any new shape. Any other objects are dropped when transforming to a new body.
  • New Power: (Quickness)
    • An arcane character may learn a new power by choosing this Edge (which may be taken multiple times). He may choose from any powers normally available to his particular Arcane Background.
  • Quick:
    • Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
    • Characters with both the Level Headed and Quick Edges draw their additional card and take the best as usual. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
  • Power Points: (Magic)
    • This edge grants +10 PPE. Power Points may be selected more than once, but only once per Rank.
  • Power Surge:
    • When dealt a Joker, the character recovers 2d6 Power Points. He may not exceed his usual limit.
Dragon Hatchling Advantages
  • Arcane Background (Psionics): As a Minor Psionic, a Dragon Hatchling begins with three powers (from the Mind Melter list) and 10 ISP. He also has a beginning Psionic skill of d6.
  • Armored Hide*: The Hatchling has +16 M.D.C. Armor and +6 Toughness in dragon form.
  • Claws/Bite*: Dragons can naturally attack with massive teeth and talons (Str+3d6 AP 4, Mega Damage).
  • Fear*: In his natural form, a Dragon Hatchling is a terrifying creature to most folks, who must make a Fear check when first seeing him.
  • Fire Breath*: Flame Wind Hatchlings can fire a bolt of flame at Range 12/24/48 and Damage 4d6 (Mega Damage), using their Shooting skill. Alternately, they can do 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage.
  • Flight*: The Hatchling has a Flying Pace of 12" and Climb 0. Flight is usable in another form if it has wings.
  • Impervious to Fire: Fire and heat (including plasma weapons) do not affect a Flame Wind Dragon at all.
  • Infravision: Dragons halve the penalties for dark lighting against living targets (round down).
  • Inherently Magical: Hatchlings know no magic spells, but they have a natural pool of 10 PPE and can use any Techno-Wizard devices. A dragon who takes an Arcane Background adds his starting PPE to any gained from the Edge. Additionally, whenever he takes the Power Points Edge, he gains +10 PPE instead of +5.
  • Limited Metamorphosis: A dragon begins life able to adopt a single human or humanoid form for a limited amount of time each day. He can maintain this humanoid form for a number of hours equal to his Spirit die before needing at least six hours of rest. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in dragon form (marked with an *). Weapons and other personal effects (up to body armor) are assumed into the dragon’s form and reappear when returning to humanoid form. Any other objects are dropped. The process does not work in reverse, all gear carried by the dragon is dropped when transforming into humanoid form.
  • Mighty: Even Dragon Hatchlings are incredibly strong, beginning with a Strength of d12+4. They are also very resilient, starting with a d8 Vigor. Neither attribute has a maximum limit.
  • Nigh-Immortality: Unless killed through violence or other means, dragons can live anywhere from 6,000 to 12,000 years. They require only magical energy to sustain themselves, eating and drinking simply for pleasure. They are immune to normal poisons and diseases.
  • Size +6*: In their natural forms, Dragon Hatchlings are usually 15 –20 feet from snout to tail-tip, and weigh up to 7
    tons. This means, when not using their Metamorphosis abilities, Hatchlings gain +6 Toughness.
  • Slow Regeneration: These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Tail Lash*: The dragon can sweep all opponents in his rear facing in a 2" long by 4" wide rectangle. This is a Fighting attack which ignores size penalties, doing Str+d8 (Mega Damage).

Dragon Hatchling Complications
  • Cybernetics: Dragons cannot take cybernetics at any point. Their bodies reject such foreign implants.
  • Enemies: Dragons are illegal and reviled by the Coalition. Any known dragon is immediately hunted with extreme prejudice.
  • Form Limits: If a dragon transforms into a humanoid race with a restriction based on its body type (such as Non-Standard Physiology, see page 51), 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: When not shape shifted into a humanoid form, dragons make for very big targets. Normal-sized opponents gain +2 on all attacks against them.
  • Outsider: 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 Hindrance.
  • Territorial: Dragons tend to dislike their own, and other dragons generally treat a newcomer 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 the first session. He may then select
    another Hindrance at the end of the second session, and a last one at the end of the third session. Only when all Hindrances are selected (one Major and two Minor, per normal rules), 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: Very Young: Dragon Hatchlings start out very young. They begin 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 an extra Benny each session.
Other
  • Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge (Fortune & Glory roll from Witchwell Inn).
  • Cursed with Awesome: Fate most of the time makes sure you come through in a big way. You can reroll a 1 on the wild die( unless it is a crit fail). Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll.
  • Soul of the Archon: +5 ISP for saving Archons from death.
  • World of Badass: Folks to this day still talk about what made you a badass. Your wild die is always a d8.
Credits: 0.

Contacts: None.
Last edited by Grynn on Thu Oct 18, 2018 7:13 am, edited 20 times in total.
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 3 from Blaze of Glory

ISP: 15/15
PPE: 20/30
Powers: Bolt, Boost/Lower Trait, Deflection, Detect/Conceal Arcana, Invisibility, Light/Obscure, Slumber, Smite

Wounds:
Fatigue::

Currently playing in: Vampire Kingdoms
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Grynn
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Re: Grynn (Dragon Hatchling) (Feedback welcome)

Post by Grynn »

MAGIC POWERS

"The Sun's Kiss" (Bolt)
  • PPE: 1 per missile
  • Range: 12/24/48
  • Duration: Instant
  • Trapping: Multicolored Light - Beam (Reduce the damage by one die type, but add AP 4 to the effect).
  • Effect:
    • Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d4.
    • The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the fullauto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
    • The caster may instead cast a single 3d4 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.
"Blessings of the Sun and Moon" (Boost/Lower Trait)
  • PPE: 2 or 3
  • Range: Touch
  • Duration: 3 (1/Round)
  • Trapping (Positive): Darkness - Stealth (For beneficial powers, adding +1 Power Point to the cost causes the darkness to cling to the target and increases Stealth by one die type, or two on a raise).
  • Trapping (Negative): Fire/Heat - Fatigue (A heat trapping on an attack forces the victim to make a Vigor roll or suffer Fatigue).
  • Effect:
    • This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total.
    • The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4.
    • Multiple castings stack, though the caster must keep track of when each casting expires as usual.
    • The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
"Night's Embrace" (Deflection)
  • PPE: 2
  • Range: Touch
  • Duration: 3 (1/Round)
  • Trapping: Darkness - Shroud (The target is shrouded in tendrils of shifting energy and light. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks).
  • Effect: With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
"Day and Night Chase One Another" (Quickness)
  • PPE: 4
  • Range: Touch
  • Duration: 3 (2/Round)
  • Trapping: Shimmering aura that alternates between light and dark
  • Effect: This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.

PSIONIC POWERS

"The Mind's Eye" (Detect/Conceal Arcana)
  • ISP: 2
  • Range: Sight
  • Duration: 3 (1/Round) or 1 hour (1/hour)
  • Trapping: Light (Things either appear to glow to him with detect, or the light seems to be swallowed by them with conceal).
  • Effect:
    • Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
    • The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer — 1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.
"See No Evil, Hear No Evil" (Invisibility)
  • ISP: 5
  • Range: Self
  • Duration: 3 (1/Round)
  • Trapping: Sound - Absorption (Beneficial powers absorb the subject’s sound, so Stealth is increased a die type, but they have to yell to be heard normally and speaking becomes a normal action instead of a free one).
  • Effect:
    • With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6.
    • In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.
    • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
"Rockabye Baby" (Slumber)
  • ISP: 2
  • Range: Smarts x2
  • Duration: 1 minute (1/minute)
  • Trapping: Sound - Deafen (A raise with the power results in a –2 penalty to hearing-based Notice rolls for the target until the power ends or they recover from being Shaken).
  • Effect:
    • The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at –2 if the caster scored a raise. Those who fail fall asleep.
    • Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.
"Sonic Crash" (Smite)
  • ISP: 2
  • Range: Touch
  • Duration: 3 (1/Round)
  • Trapping: Sound - Spasms (Harmful powers cause temporary vertigo and nausea if cast with a raise; the target has to make a Vigor roll or be at –2 Parry until his next action).
  • Effect:
    • This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
    • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.


MAGIC TATTOOS

Heart Pierced by a Wooden Stake: (Right side of neck)
  • The bearer gains +2 armor vs. attacks from vampires and +2 to resist any vampiric powers.
  • Activation Cost: 2 P.P.E. for 1 hour.
  • Strain: 2
Beautiful Dancer: (Left shoulder)
  • Gain +1 to Persuasion.
  • The Puppet power 3 P.P.E. for 3 rounds (1/round)
  • Activation Cost: 2 P.P.E. for 1 hour (1/hour)
  • Strain: 3


ENCHANTED ITEMS

"Clasp Of The Sun And Moon" (Enchanted Item)
  • Minor: +1 to Spirit rolls.
  • Minor: +1 to Spirit rolls.
  • Major: Custom (Size changes as the wearer does).
    • Much like the moon changes shape, this amulet also resizes to fit the wearer, even if the wearer changes shape.
  • Major: Edge (Attractive).
    • A soft glow, a bit more shine, a slight glamer, something seems to make the person more alluring.
  • Major: Power (Light/Obscure with Trapping of Sunlight and Shroud respectively).
    • Calling on the power of the sun (or lack thereof), the wearer can light things up or make things go dark.
  • Major: Power (Smite with Trapping of Moon (ie: Silver).
    • Drawing on the power of the moon, the wearer can enhance their ability to harm some evil supernatural creatures.
Backstory:
  • The Clasp of the Sun and Moon is a cloak clasp that appears to be a stylized silver sun symbol with a crescent sign inside of it and engraved with a few arcane etchings in a ancient language, though it can be worn as just a necklace as well. It was created by the Cult of the Stars (no connection to the one that worshiped pre-Cataclysm celebrities). It is an item of reverence as well as power, and it was created to be worn by whoever was the current leader of the group, like a badge of office. It was to draw upon, and to an extent mimic some of the mythological aspects of, the sun and moon in general.
  • Unfortunately, during the last ceremony where it was being presented to the then-leader of the Cult, a powerful Ley Line Walker named Jor'has Nicktu, the Cult was attacked by rivals. The fighting was bloody and brutal, and the rival group made off or destroyed as much of the knowledge and artifacts of the Cult as they could. They then tried to as widely spread the things they stole as they could: selling on the black market, giving as gifts to far-away people, etc. The Cult of the Stars is desperately trying to track down and recover as much as they can of that which was stolen from them.
Last edited by Grynn on Sat Jun 30, 2018 3:26 pm, edited 5 times in total.
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 3 from Blaze of Glory

ISP: 15/15
PPE: 20/30
Powers: Bolt, Boost/Lower Trait, Deflection, Detect/Conceal Arcana, Invisibility, Light/Obscure, Slumber, Smite

Wounds:
Fatigue::

Currently playing in: Vampire Kingdoms
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Grynn
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Re: Grynn (Dragon Hatchling) (Feedback welcome)

Post by Grynn »

ADVANCES

Narrative Hook
  • Roll result: 14
  • The Coalition. Either through prior service or residence, or by having friends or colleagues living in the right place, your hero has or had some dealings with one or more of the Coalition States at an important level. This can be very useful, but it can also lead to some difficult questions needing answers, as well as suspicions on the part of those who discover his ties. Now that he’s with the Tomorrow Legion, he’ll have to work out both relationships.
Hero’s Journey 1
  • Psionics
  • Roll result: 7
  • Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation.
Hero’s Journey 2
  • Psionics
  • Roll result: 10
  • Variety of techniques is a power all its own; your psionic knows one power of any Rank from her own list or one Novice power normally unavailable.

FORTUNE AND GLORY
  • Dice roll: [dice:31r8owyk]30754:0[/dice:31r8owyk]
  • A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
    • Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers.
    • The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.

Attributes
Agility d4 -> d6 (initial)
Smarts d4 -> d6 (initial)
Spirit d4 -> d6 (initial)
Strength d12+4 (initial)
Vigor d8 (initial)

Advances
  • Initial Advances: (From Hindrances): Spirit D6 to D8; Persuasion and Intimidation at D4s
  • Novice 1 Advance: Arcane Background (Magic)
  • Novice 2 Advance: Metamorphosis (Dragon Racial) (with EP expenditure)
  • Novice 3 Advance: +1 to Smarts
  • Seasoned 1 Advance: Increased Psionics and Spellcasting each from D6 to D8
  • Hindrance Gained: Heroic (Major)
  • Seasoned 2 Advance: New Power: Quickness
  • Seasoned 3 Advance: Power Points (Magic)
  • Hindrance Gained: Loyal (Minor)
  • Seasoned 4 Advance: Agility D6 to D8
  • Hindrance Gained: Poverty (Minor)
  • Veteran 1 Advance: Major Psionic
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Grynn on Mon Oct 01, 2018 11:28 pm, edited 12 times in total.
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 3 from Blaze of Glory

ISP: 15/15
PPE: 20/30
Powers: Bolt, Boost/Lower Trait, Deflection, Detect/Conceal Arcana, Invisibility, Light/Obscure, Slumber, Smite

Wounds:
Fatigue::

Currently playing in: Vampire Kingdoms
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Grynn
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Re: Grynn (Dragon Hatchling) (Feedback welcome)

Post by Grynn »

BACKGROUND

Excerpt From Tomorrow Legion Initial Interview

"My name is being...well, people usually are calling me 'Grynn', with weird spelling or so is told to me. Your language obviously not my first language." Sigh. "I just was telling you what am called. No. Why? Because real name very hard to say for non-dragon. What? What does word mean you use - 'racist'?" Explanation. "Ah. Then no, am not being racist, just stating fact. You have not same vocal structure as dragon. You have no tail, no body language of dragon. Even if just 'spoke' name, with no body language, it would sound like growling roar noise to you. Name start with a growling noise that sound like grin sort of, and like to smile, so...grin."

"I have an 'accent'? I am not understanding. What is 'accent'? Is that like when you fall and hurt...oh, accident. Yes. I see difference in sound." Laughter. "Of course I speak different than you. Am dragon. American not my language. I learn from Piotr, first person I meet after hatching. He speak, I listen and learn. Russian? I am not knowing that word. Piotr was being human, like you. Hmm. Yes. I suppose he did sound different than you. But you sound different from her, and that man there, and me, so what is that mean?"

"Fine. We moving on. Piotr was finding me after I hatched. He was scared at first, but my big smile and innocence - and not eating him - was win him over, so he tell me. Piotr was chased by the Children of Death and t- What? Oh, they are apparently young men which I understand are called children, though they were being quite tall for children. They were having black armor, skull-like helmets...Dead...Boys? Dead Boys. Are they dead, like zombies? Oh. All excited for nothing. O-kay. Well, he was being chased by the Dead Boys. They were being hunting him because he had been stealing their secrets and life smuggling. What? Life smuggling? He would take people and help them be ree-loh-katted away from the Koala Shun. What? Coalition? Coalition. O-kay."

"Piotr and I fight Coalition Dead Boys. We shoot and fight. Then he throw small things being called graynays - what? grenades? o-kay - and I breathe on them. Boom happen. BIG badda boom. Dead Boys run, we run other way. They come back, though. Too many. Piotr..." Long pause. Emotion heavy in the voice when speaking again. "Piotr die. He told me he was already dying, not long to live due to 'jooze' but I not understand. He exploded them and himself. I miss Piotr. He was first friend since I hatched last week. It has been busy week."
Last edited by Heracles on Sat Dec 09, 2017 3:13 pm, edited 2 times in total.
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 3 from Blaze of Glory

ISP: 15/15
PPE: 20/30
Powers: Bolt, Boost/Lower Trait, Deflection, Detect/Conceal Arcana, Invisibility, Light/Obscure, Slumber, Smite

Wounds:
Fatigue::

Currently playing in: Vampire Kingdoms
User avatar
Grynn
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Posts: 89
Joined: Tue Dec 12, 2017 10:21 pm

Re: Grynn (Dragon Hatchling) (Feedback welcome)

Post by Grynn »

Gear:

C&S Crusader Heavy Combat Armor:
  • +8 Armor and +2 Toughness (bumped up to +3 toughness).
  • Full Environment Protection.
  • Strength Minimum of d10.
  • Wt: 24 lb.
  • Cost: 55,000 credits.
Last edited by Grynn on Wed Mar 28, 2018 9:12 pm, edited 2 times in total.
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 3 from Blaze of Glory

ISP: 15/15
PPE: 20/30
Powers: Bolt, Boost/Lower Trait, Deflection, Detect/Conceal Arcana, Invisibility, Light/Obscure, Slumber, Smite

Wounds:
Fatigue::

Currently playing in: Vampire Kingdoms
User avatar
Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Grynn (Dragon Hatchling)

Post by Pender Lumkiss »

Approved. Please select one of the following Tatoo's listed here ( choose one, not an armor or weapon one)
Tatoos
Field Team Six Bennies
3/6
Locked

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