Thursday, August 25, 2016

Savage Worlds Fantasy Setting: Drakin Racial Build

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

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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