Want to check this for me max see if I missed anything
Iconic Framework:Flame Wind Dragon Hatchling
Agility d8| Smarts d6 | Spirit d4 | Strength d12+4 | Vigor d8
Derived Stats (Base/Mod):
Pace 6 | Parry 7| Toughness 7/11 in Dragon Form | Charisma -2
Fighting (Ag): d10
Notice (Sm): d6
Psionic ( ) - d6
Stealth (Ag): - d4
Tracking (Sm): - d6
Psionic (roll = 4) More ISP means more power to work with, and your character has it. He gains +10 ISP to his base.
Training (roll = 4) Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
Edges: Arcane Background (Psionics) - Psionicists have discovered how to tap into their own psychic powers. They can manipulate matter, create fire, or control their own bodies with but a thought.
Brainburn: When a psionic character rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.(IF), Martial Artist - This character is highly trained in hand-to-hand fighting. He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (page 87). With a successful unarmed attack, he adds +d4 to his Strength roll (as if he were using a small weapon).(HJ). Brawler - Frequent fights with his bare hands have given this thug a powerful punch. When he hits a foe with a successful bare-handed Fighting roll, he adds +2 to his damage.(HJ),
Hindrances: Outsider - In a society made up of only a few types of people, your hero isn’t one of them. An Indian in a Western town, an alien in a sci-fi game of human marines, or a half-orc in a party of elves, dwarves, and humans are all examples of outsiders. 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 to the roleplaying effects above, your hero’s Charisma suffers a –2 modifier among all but his own people. (IF)
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.
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.
Slow Regeneration: These creatures can even regenerate lost limbs over time,making a natural healing roll once per day.
Only usable in Dragon Form
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 her 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 F lying Pace of 12" and Climb 0. Flight is usable in another form if it has wings.
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.
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).
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: I f a d ragon t ransforms 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 m akes t he fi nal c all o n 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.
Attributes: Agility 2 points d4 to d8, Smarts 1 point d4 to d6
Skills: Fighting 5, Notice 2, Stealth 1, Tracking 2
BACKSTORY - HOOK - rolled a 1 The Siege of Tolkeen. One of the most tragic and destructive events of recent times, the invasion and subsequent destruction of the magical state of Tolkeen by
Coalition forces in 109 PA reverberates throughout North America and the world. Your character may have fought in that war, perhaps as a part of either side’s military forces, or as a mercenary hired by one faction or another. She may have been caught in the crossfire, trying to survive and help as many folks as possible.
Many refugees from that war are now in or around Castle Refuge.
Since she is only a few weeks old my thought is her egg was hidden in this location and since dragons are inherently psionic the psychic emanations of the battle probably left some imprint. To give a connection one of the PC's (dave's most likely since he has this incredible desire to ride a dragon) could have fought there as well and found her egg. They could have knowing or not knowing what it was took it as loot or what have you and got a big surprise when it eventually hatched a few weeks ago.