Here there by Drakin!
Drakin are dragon folk, or dragonborn from D&D. They start out Small sized but have the ability to slowly turn into dragons.
DRAKIN
Drakin are dragon folk, or dragonborn from D&D. They start out Small sized but have the ability to slowly turn into dragons.
DRAKIN
Logical (+2): Drakin have the
reasoning powers of their dragon kin. They start with a d6 Smarts instead of a
d4. This may be raised to d12+1 in the course of normal advancement. The Expert
and Master Edges may raise it to d12+3.
Low Light Vision (+1): Drakin do not
suffer penalties in Dim or Dark lighting conditions.
Breath Weapon (+2): Drakin have 5
power points with which to use the Burst power. These power points recharge at
the rate of 1 per hour, are unaffected by the Rapid Recharge edge, and cannot
be used on any other Arcane Background edge. Drakin use their Vigor die as their
Arcane Casting Die.
Fire
|
2 PP
|
You project a cone
of searing flame from your mouth, inflicting 2d10 damage, ignoring armor
(unless completely sealed). This counts as a Heavy Weapon. Those within the
template may attempt to dodge with an opposed Agility roll and take no damage
if successful. Targets who fail their opposed check have a 1 in 6 chance of
catching fire and suffer another 2d10 damage the next round unless they take
a full round (no other actions or movement) to put the fire out.
|
Ice
|
2 PP
|
You project a cone
of extreme cold from your hand, inflicting 2d10 damage and ignoring armor
(unless completely sealed). This counts as a Heavy Weapon, and those within
the template may attempt to dodge with an opposed Agility roll. Targets who
are Shaken or wounded by this spell must make a Vigor roll or suffer a point
of cold-based Fatigue. If they are hit with a raise, the Vigor roll is made
at -2, and their next movement is treated as difficult terrain.
|
Acid
|
2 PP
|
You project a cone
of caustic acid from your mouth, inflicting 2d8 damage and ignoring armor
(unless completely sealed). Those within the template may attempt a Vigor
check to avoid and take no damage if successful. The next round, the targets
who failed their initial save take another d8 damage unless they take a full
round (no other actions or movement) to rid themselves of the acid.
|
Lightning
|
2 PP
|
You project a
lightning bolt from your mouth, inflicting 2d10 damage and ignoring armor
(unless completely sealed). This counts as a Heavy Weapon. Those within the
template may attempt to dodge with an opposed Agility roll and take no damage
if successful. Targets are at -2 Parry until their next action (no save).
|
Poison (gas)
|
The Burst does 2d8
damage. The poisonous gas lingers for one round before dissipating. Anyone
within the gas cloud at the beginning of their turn suffers 1d8 damage.
|
Deep Sleep (-1): Drakin have the
sleeping habits of their larger kin. Once asleep, a drakin must make a Notice
roll at -4 to wake up. (Drakin awake normally after 8 hours or so.) A drakin
also suffers a -4 to Vigor rolls to stay awake past their bed time.
Small (-1): -2 to Strength and damage
rolls; -2 Toughness; +1 to Parry and Avoid; and +1 to attack rolls. Your
carrying capacity is halved, but the weight of weapons, armor and tools
relative to your size is also halved.
So, in most situations there's no change. The Brawny Edge and Small Hindrance
modify your Toughness as normal, but do not affect the above modifiers - you're
simply big or small for your race.
Becoming a dragon:
Big
|
Seasoned
|
You
increase your size category by 1 to Medium. You also gain the Hardy ability.
|
Bigger
|
Veteran
|
You
become Large size
|
Biggest
|
Heroic
|
You
become Huge size
|
Breath
Weapon, Improved
|
Seasoned
|
Foes
make opposed rolls at -2.
|
Tooth
and Nail
|
Novice
|
You
grow fearsome fangs and claws. You are never considered unarmed. Damage
Str+d6. (Savage Armory build = Light, Always Ready, and Low Damage.)
|
Tooth
and Nail, Improved
|
Seasoned
|
natural
weapons increase to Str + d8.
|
Scales
|
Novice
|
Armor
+2. Subject to AP.
|
Scales,
Improved
|
Veteran
|
Armor
+4 (replaces Scales). Subject to AP.
|
Relentless
|
Novice
|
Hardy.
|
Wings
|
Veteran
|
You
gain the ability to fly.
|
Wings,
Improved
|
Veteran
|
increase
fly pace by 4 and climb by +1; up to three times for Pace 16 and Climb +1.
|
Fearsome
|
Heroic
|
Fear
monstrous ability, activated by roaring, which takes an action.
|
Terror
|
Heroic
|
Fear
improves to -2.
|
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