Size Modifier: 0
ST 12 [HP: 14]
DX 10 [Will: 11]
IQ 11 [MP: 11]
HT 11 [FP: 11]
Perception: 12
Speed: 5.25
Move: 5
Base Lift: 29
Language:
Advantages:
Claws (Sharp)
Damage Resistance 2 (Tough Skin)
Dragon's Scales 3 (Elemental Resist)
Fit
Night Vision 5
Teeth (Sharp)
Perks:
Deep Sleeper
Disadvantages:
Easy to Read
Greed (SC 12)
Intolerance
Quirks:
Collector
Diet: Preference Char/Spice
Skills:
Brawling (DX/A) +1
ST +2 [+20], IQ +1 [+20], HT +1 [+10]
HP +2 [+4], Perception +1 [+5]
Claws (Sharp) [+5], Damage Resistance 2 (Tough Skin) [+6], Damage Resistance 3 [Limited to 1 element] [+9], Fit [+5], Night Vision 5 [+5], Teeth (Sharp) [+1], Deep Sleeper [+1]
Easy to Read [-10], Greed [-15], Intolerance [-5], Collector [-1], Diet (Preference) [-1]
Skill: Brawling +1 rank [+1]
Claws (Sharp)
When using your claws to attack you upgrade your basic melee damage from crushing to cutting.
Damage Resistance 2 (Tough Hide)
Your resilient scaled hide reduces incoming damage by 2, however your hide isn't armor and doesn't protect you against blunt trauma, or attacks that need only touch you or break your skin. Attacks that deal enough damage to get past your Damage Resistance but deal 0 Hit Point damage are considered to have hurt you when it comes to attacks that need to break your skin, like many poisons.
Dragons Scales
Your draconic heritage provides you with a small amount of resistance to one element. In addition to your regular Damage Resistance you have Damage Resistance 3 to one of the following Elements:
Acid(Corrosion), Cold(Ice), Fire(Burning), Lightening(Electricity), Poison(Toxic)
Fit
You have better cardiovascular health than your HT alone would indicate. You get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). This does not improve your HT attribute or HT-based skills! You also recover FP at twice the normal rate but this applies only to FP lost to exertion, heat, etc. It has no effect on FP spent to power magical skills.
Night Vision 7
You have sharp night vision, reduce the penalty to vision for darkness by up to 7.
Tail (Striker - Can't Parry, Limited Arc [Back])
You have a tail that you can use to strike at your enemies. It deals 2d+1 crushing damage, can't be used to to parry incoming attacks, and is only able to attack behind you.
Teeth (Sharp)
Your teeth inflict Thrust -1 cutting damage.
Deep Sleeper
You can fall asleep in all but the worst conditions, and can sleep through most disturbances. You never suffer any ill effects due to the quality of your sleep. You get an IQ roll to notice disturbances and awaken, just like anyone else; success is automatic if you have Combat Reflexes.
Easy to Read (Tail Emoting)
Drakes often emote with their tails and anyone familiar with Drake society is likely able to read you body language. This is not the same as Truthfulness. You have no moral problem with lying, and may even possess Fast-Talk at a high level, but your tail gives the game away.
Easy to Read gives others +4 on all Empathy, Body Language, and Psychology rolls to discern your intentions or the truth of your words. As well, they get +4 to their IQ, Detect Lies, and Gambling rolls in any Quick Contest with your Acting, Fast-Talk, or Gambling skill when you try to lie or bluff.
This is a mental disadvantage, despite its physical manifestations; with enough practice, you can “buy it off.”
Greed
You lust for wealth. Make a self-control 12 roll any time riches are offered – as payment for fair work, gains from adventure, spoils of crime, or just bait. If you fail, you do whatever it takes to get the payoff.
The GM may modify this roll if the money involved is small relative to your own wealth. Small sums do not tempt you much if you are rich, but if you are poor, you get -5 or more on your self-control roll if a rich prize is in the offing.
If you have Honesty, your self-control roll is at +5 for a shady deal and +10 for outright crime. However, it is almost a foregone conclusion that you will eventually do something illegal.
Intolerance
Drakes are a very proud race, many of whom have an innate sense of superiority and tend to look down on other races. As a result most Drake societies treat non-Drakes as though they're inferior, or potentially shady in some way. Blaming all their hardships on outsiders, scape-goating and othering them.
Victims of your Intolerance will react to you at -1 to -5 (GM’s decision).
Drakes as a whole are only mildly intolerant, though some are obviously worse than others. You react at -1 toward anyone not of your own species, this down grades any reaction on the Reaction Table by one step.
Collector
You collect things that interest you. Maybe you like rocks, or bugs, or jewelry, or bones... you collect them. This doesn't imply a compulsion to steal, just a desire to collect.
Preferred Diet (Charred Meat)
Drakes typically have a preference for their food, meat and veggies both, to be at least charred, and usually a little spicy. They can appreciate other foods and even sweets, but that's not really what sustains them.
Some few lucky Drakes are born with Wings, they are given a certain amount of prestige due to this.
The following templates adjust the above template while adding features at the cost of additional points.
You can fly. This works at any altitude where there is still significant atmosphere – but in the upper atmosphere, you’ll need a way to survive in very thin, cold air. You cannot fly in a trace atmosphere or vacuum.
Your flight Move is Basic Speed * 2 (drop all fractions).
As explained in Move in Other Environments (p. 18), you can adjust this for ±2 points per ±1 yard/second.
For very high speeds, take Enhanced Move (Air).
Flight does not confer the ability to do complex acrobatics and tight turns; for that, buy Aerobatics skill (p. 174).
Flight skill (p. 195) improves endurance.
You can alter most of the above assumptions through special modifiers.
Small Wings Template
Template Cost: 10 points
Template Changes: HT -1 [-10], HP -1 [-2]
Template Additions: Limited Flight (Small Wings, Gliding) [+16], Status +1 [+5], Skill: Flight (DX/A) +1 [+1]
Template Deductions:
Small Wings:
You use small wings to glide. Wingspan is at no more than half your height. In order to take off, land, or maneuver, you must have an open area with a radius equal to your wingspan in all directions. If your wings are bound, or if a wing is crippled, you cannot fly. Treat wings as arms for the purpose of targeting and crippling. If your wings are crippled in flight, roll against Aerobatics skill (or default) to land safely.
Gliding:
You cannot gain altitude. With a running leap, you can launch yourself with an air Move equal to Basic Move.
Each turn, you can change velocity by up to 10 yards/second * local gravity in Gs (Earth’s gravity is 1G). To accelerate, you must descend by 1 yard for each 1 yard/second added to velocity; top speed is Basic Move * 4 (but you can go faster if towed). To decelerate, you must fly level. If you do not descend at least 1 yard, you automatically decelerate by 1 yard/second that turn. When working out turning radius, your basic air Move is 10 * local gravity in Gs.
Full Wings Template
Template Cost: 10 points
Template Changes: ST -1 [-10], HT -1 [-1], HP -1 [-2]
Template Additions: Flight (Wings, Cannot Hover) [+24], Status +1 [+5], Skill: Flight (DX/A) +2 [+2]
Template Deductions:
Winged: You use large wings or skin flaps to fly. Wingspan is at least twice your height. In order to take off, land, or maneuver, you must have an open area with a radius equal to your wingspan in all directions. If your wings are bound, or if a wing is crippled (more than 1/3 of your wings, if you have more than two), you cannot fly. Treat wings as arms for the purpose of targeting and crippling. If you wish to strike blows or manipulate objects with your wings, you must pay for them as Strikers or Extra Arms in addition to the cost of Flight.
Cannot Hover: You must always move at least 1/4 your top airspeed (round up) when flying.
Some Drakes are born with the ability to spray a gout of an element from their mouths in imitation of their draconic ancestors.
All breath weapons Cost 2 FP to use, require a Ready Maneuver before use to take a deep breath and prep the breath attack, and have a cooldown of 1 minute.
Acid - 21 points
You Spit a stream of acid in a straight line before you splashing those caught in the spray with a caustic fluid.
Area: 5 yard line
Attack: Innate Attack (Line)
Damage: 2d6 corrosion (cycling 1, 2d6 corrosion, 10 seconds), -1 DR / 5 damage until healed
Your Corrosive Breath effects the 5 spaces directly in front of you, Make Innate Attack (jet) rolls for each target within the area of the breath. Those hit suffer 2d6 Corrosion damage. Corrosion Damage also reduced DR by 1 for each 5 points of damage dealt, DR is recovered at the same rate as HP are recovered naturally. 10 seconds after being hit anyone effected suffers the 2d6 corrosion damage again unless they manage to wash off or neutralise the acid somehow in that time.
Fire - 20 points
You open your mouth a breath out a gout of flames that blasts an area in front of you with dragons fire, scorching everything in the area and setting flammable objects on fire.
Area: 3 yard cone
Attack: Innate Attack (Cone)
Damage: 2d6 burning damage, (Cycling 3, 1d6 burning, 3 seconds)
You blast a 3 yard cone in front of you with fiery dragons breath dealing 2d6 burning damage. Roll your Innate Attack (Cone) against every creature within the area of the flames. Flammable materials within the area also ignite. Those hit with your dragons breath suffer 1d6 burning damage once every 3 seconds after they are ignited, 3 times, for a total of an additional 3d6 burning damage over 9 seconds. The flames can be put out as any flames would be put out to avoid extra the damage.
Ice - 23 points
Your breath blasts the area in front of you with a searing cold and chucks of ice.
Area: 3 yard cone
Attack: Innate Attack (Cone)
Damage: 2d6 piercing
Side Effect: 1d6 fatigue damage
You blast a 3 yard cone in front of you with freezing cold and a spray of piercing ice shards that deal 2d6 piercing damage and 1d6 Fatigue damage. Roll your Innate Attack (Cone) against every creature within the area of your breath. Damage to Fatigue can't be recovered until the target is able to warm themselves adequately.
Lightening - 21 points
You open your mouth and an arc of lightening shoots from it electrifying everything in it's path.
Area: 10 yard line
Attack: Innate Attack (Line)
Damage: 3d6-2 electrical damage. Ignore 1/2 DR.
Side Effect: HT roll - (1/2 damage) or be stunned
You shock everything in a 10 yard line, roll an Innate Attack (Line) for each target within the area of your breath and deal 3d6-2 electrical damage. This attack bypasses 1/2 the targets Damage Reduction and those that suffer damage from this attack make an HT roll with a penalty equal to 1/2 the damage they took or become stunned. After the first round stunned targets make an HT roll at the end of each of their turns.
Poison - 23 points
You breath out a cloud of poisonous gas to weaken and damage everything in front of you.
Area: 3 yard cone
Attack: None
Damage: 1d6+2 toxic damage (Cycling 3, 1d6+2, 5 seconds)
Resistable: Before every instance of damage the target gets an HT roll to end the condition.
Duration: 10 seconds.
You exhale a 3 yard cone of toxic green gas that hangs in the air for 10 seconds, poisoning any who breath it in. Everyone inside the cloud when you breath or who enter the cloud need to make an HT roll with a -1 penalty or suffer 1d6+2 toxic damage. The poison effect repeats 3 times dealing more damage in 5 seconds intervals, the afflicted gets a new HT roll before each instance of damage to end the effect.
Smoke - 25 points
You breath out a cloud of black smoke and embers that fill the area with a dark cloud to obscure vision and choke your enemies.
Area: 2 yard radius
Range: 3 yards
Attack: None
Damage: None
Effect: Obscure (-8 vision)
Resistable: Coughing, HT roll
Duration: 10 seconds
You create a 2 yard radius area of lingering black smoke anywhere within 3 yards of yourself. The cloud obscures vision causing a -8 to any vision based checks that are within the area or that pass through the area of the cloud. Additionally anyone that starts their turn within the cloud needs to make a HT roll or begin coughing. The cloud lingers for 10 seconds unless dispersed through natural or magical means.
Water - 20 points
You spray forth a gout of high pressure water that threatens to push back and topple anyone it hits.
Area: 10 yard line
Attack: Innate Attack (Line)
Damage: 4d6 crushing
Effect: Push (distance = [damage x2] / [Str -2]), DX/Martial Arts/Judo roll or be knocked prone (penalty = yards pushed -1)
You make one Innate Attack (Line) roll and your jet of water blasts a full 10 yard line suddenly crushing everyone you hit dealing 4d6 crushing damage. Anyone hit risks being pushed back, first double the damage you rolled for damage (not to increase the damage but to determine pushback distance), then look at the targets ST and subtract 2, now devide your doubled roll by their reduced strength and drop all fraction, that's the number of yards you push your target back. Pushed targets make a DX, Martial Arts, or Judo (which ever is best) roll to stay upright, with a penalty of -1 for each yard pushed after the first.