Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 12-14-2012, 09:58 AM   #1
chandley
 
Join Date: Aug 2004
Default DF Dragons as PCs

With no small amount of trepidation, I present my take on 3 racial templates for Dragons as PCs. I actually have done all age categories in GURPS Dragons for the Western Dragon, you can see them here.

This is just one guys opinion, I throw this out here in the hopes it may prove useful to folks, or to save some time for a player or GM looking for a DF worthy template to start with. I havent done DFM1 style write ups of Dragons, because to do that right takes a lot thought (plus, probably presumptuous...).

Western Dragon

This is a Dungeon Fantasy oriented template for a classic 6-limbed dragon, that modifies the otherwise perfectly suitable 4Ed templates found in GURPS Dragons.

Design Notes: Im not a big fan of Costs FP on Dragon breath, but some GMs may insist. Given that it is already mana-dependent, the breath weapons presented here are no worse than a Jet spell known at skill 15 or 20 for those size of dragon that could be played out of the gate as a PC, so munchkins should at least attempt that argument with their long suffering GMs. Unaging is swapped out for Magery 1 in the basic Western Dragon template, and Ive added the usual slew of DF appropriate monster disads to the template as well. Given someone crazy enough to do so (or appropriate skills on the dragons own part!), a dragon could wear barding on everything but its wings. Giant Spider Silk, bought as Fine (+108 CF) could be used to armor the wings, as well as any other armor that wouldnt increase DX penalties if layered with other armor. GMs should simply smile and nod and say "thats fine" while they put together a Monstrous Dragon wearing lightened Dwarven Plate... Buy this as normal Horse Barding, counting Wings as 4x cost and weight of Legs, and the Tail as 2x cost/weight of a leg. Dragon armor is not interchangeable with Horse armor, however. Thus, I have removed the "Cannot Wear Armor" limit on DR.

Basic Western Dragon Racial Template: Per +2 [10]; Wings - Flight (Winged -25%; Temp Disad: No Strikers -6%) [28]; 2x Strikers (Crushing; Long +100%; Cannot Parry -40%; Weak -50%; Limb -20%; Damaged on Parry by Weapon -30%) [6]; High Pain Threshold [10]; Immunity to Disease [10]; Magery 1 [15]; Night Vision 9 [9]; Tail - Striker (Crushing. Cannot Parry -40%; Clumsy -20%; Damaged on Parry by Weapon -30%; Limited Arc - Rear -40%; Long +100%; Weak -50%) [1]; Temperature Tolerance 6 (+2xHT at bottom, +4x HT at top of range) [6]; Quadruped [-35]; Social Stigma (Monster) [-15]; Dependency (Mana, Very Common; Constantly) [-25]. 20 points

Dragon Breath: The basic form is of a cone, reaching out from the dragons mouth as long as the dragon itself, and at its end as wide as the dragon. Other forms besides fire are available, Ill do write ups later.
Long Necks: This is a leveled Feature, like Born Biter. It adds +1 reach to your Bite, but makes your neck easier to hit by +1 as well, per level. This is a feature because the drawback of having an easier to hit neck is far more severe than an easier to hit arm.
Scales like ten-fold shields: DF 1 actually gives us Dragon Leather, which starts at DR 3 and goes up to DR 9. Presumably, DR 3 is for an adolescent dragon, big enough to be skinned and have its hide turned into armor.

Hatchling/Man-sized Western Dragon 62 points
Probably the most appropriate type of dragon to join a group of delvers. Hatchlings could see partnering up as a way to rapidly increase their horde size while sharing the risk out amongst more target... err, companions. Non-mage Hatchlings should consider using 3 quirk points to pick up Apportation, Locksmith, and Manipulate.
Choice Professions: Holy Warrior, Knight (none would CALL themselves that), Martial Artist, Mystic Knight, Scholar, Shaman, Wizard.
Marginal Professions: Barbarian (consider a bigger dragon instead), Bard, Ninja, Scout, Swashbuckler.
Interesting Options: Elemental Infused/Celestial/Diabolic combined with Brute, Apprentice Wizard, Sage, or Skirmisher Monk.
Attribute Modifiers: ST+3 (NFM -40%) [18]; DX -1 [-20]; HT+3 [30]
Secondary Characteristic Modifiers: Basic Move -1 [-5]; Per +2 [0]*.
Advantages: Burning Attack 1d (Cone, 1 yard, +60%; Mana-Sensitive -10%; Nuisance Effect, Range is actually 2 yards -15%; Reduced Max Range, x1/10, -15%) [6]; DR 1 [5]; DR 1 (Flexible -20%) [4]; Nicitating Membrane 2 [2]; Sharp Claws [5]; Sharp Teeth [1]; Western Dragon [20].
Disadvantages: Reduced Air Move 2 [-4].
Features: SM+0, 2 hexes (2 long x1 wide x 1 tall); weight 175 lbs. Born Biter 2. Armor costs and weighs 1/2 that of normal horse barding.

Young/Very Small Western Dragon 125 points

This size dragon operates at about the same level as the Barbarian, as far as ease of getting around the dungeon is concerned. Invest in some Escape Artist to help squeeze through tighter spaces.
Choice Professions: Knight, Apprentice Wizard, Brute, Cutpurse, Sage, or Skirmisher Monk.
Marginal Professions: Barbarian (pick Brute), Bard, Ninja, Scout, Swashbuckler.
Attribute Modifiers: ST+6 (NFM -40%; SM -10%) [30]; IQ+1 [20]; HT+3 [30].
Secondary Characteristic Modifiers: Basic Move -1 [-5]; Per +2 [0]*
Advantages: Burning Attack 2d (Cone, 1 yard, +60%; Mana-Sensitive -10%; Nuisance Effect- Range is actually 3 yards -15%; Reduced Max Range, x1/10, -15%) [12]; DR 2 [10]; DR 1 (Flexible -20%) [4]; Nicitating Membrane 2 [2]; Sharp Claws [5]; Sharp Teeth [1]; Western Dragon [20].
Disadvantages: Reduced Air Move 2 [-4].
Features: SM +1, 3 hexes (3 long x 1 wide x 2 tall); Weight 500lbs. Armor costs and weighs the same as normal horse barding. Born Biter 2.

Adolescent/Small Western Dragon 175 points
This is likely the largest sized dragon that could reasonably make a go of delving. Investment in spells such as shapechange or shrink/shrink object, or high levels of Escape Artist, will be essential to getting through tight spots (and getting into town!).
Choice Professions: Apprentice Wizard, Brute, Cutpurse, Sage, or Skirmisher Monk. Guard + a Knight level up template.
Marginal Professions: Barbarian, Bard, Ninja, Scout, Swashbuckler.
Attribute Modifiers: ST+10 (NFM -40%; Size -20%) [40]; DX+1 (NFM -40%) [12]; IQ+1 [20]; HT+4 [40].
Secondary Characteristic Modifiers: Basic Move -1 [-5]; Per +2 [0]*.
Advantages: Burning Attack 2d+1 (Cone, 1 yard, +60%; Mana-Sensitive -10%; Nuisance Effect- Actual Range is 3 yards -15%; Reduced Max Range, x1/10, -15%) [14]; DR 3 [15]; DR 2 (Flexible -20%) [8]; Nicitating Membrane 2 [2]; Sharp Claws [5]; Sharp Teeth [1]; Tail - remove Weak -50% [3]; Western Dragon [20].
Features: SM+2, 3 hexes (3 long x 2 wide x 2 tall); Weight 1000lbs. Armor costs and weighs 3x the final cost/weight for normal horse barding. Born Biter 2.
__________________
My GURPS stuff

Last edited by chandley; 12-14-2012 at 10:03 AM.
chandley is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:19 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.