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Dark Side Dragons
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garhkal
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PostPosted: Sat Aug 01, 2015 12:30 am    Post subject: Reply with quote

tetsuoh wrote:
Yet most "dragons" in Star Wars are basically large lizards - Krayt, Kel, Lava, Etc Etc.


Yes, most 'dragons' are nothing but large lizards, but these supposed dark side dragons, barely beat some existing normal large lizards..
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tetsuoh
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PostPosted: Sat Aug 01, 2015 1:57 am    Post subject: Reply with quote

garhkal wrote:
tetsuoh wrote:
Yet most "dragons" in Star Wars are basically large lizards - Krayt, Kel, Lava, Etc Etc.


Yes, most 'dragons' are nothing but large lizards, but these supposed dark side dragons, barely beat some existing normal large lizards..


And as such - my version:

Hssiss aka "Dark Side Dragon”

Dexterity 4D - Dodge 6D
Perception 3D+2 - Sneak 4D+2, Search 4D+2
Strength 4D+2 - Brawling 5D+2, Swimming 6D+2

Control 3D
Alter 2D
Sense 3D+2

Force Powers: Life Detection, Sense Force, Force Shroud (see below)

Force Shroud: Control-Easy / Alter-Moderate - Sustained
This power grants +10 versus any detection through use of the force and makes the Hssiss invisible to most common senses (Treat all attempts at Perception and Perception based skills as having an increased difficulty of +2D)
(*GM Note - This power is described as having interesting reactions to the Danger Sense power in that even if successful, the wielder only receives vague visions of gnashing teeth and claws and no definition of the true attacks to come.)

Special Abilities:
Amphibious: Hssiss can survive both on land and in water, and gain a +1D bonus to their Swim skill.
Bite: Does Strength +2D damage.
Claws: Do Strength +1D damage.
Dark Side Poison: Anyone who takes a wound from a Hssiss' Claws or Bite becomes poisoned by a Dark Side Poison, this poison doubles the duration between any healing attempts and deals 2D per day. The difficulty to heal this poison is heroic unless removed by a force power.
Dark Side Presence: Hssiss have been mutated by continued exposure to Dark Side energy, this may be felt within their presence when sensed through force powers.
Light-side Disruption: Any being within 5 meters of the Hsiss suffers a –2D penalty to all Force skills unless it is a dark side power, or a Dark Side Point is used. (Force-wielders with 2D or less in any skill cannot use any power that relies on that skill, i.e., they may not spend a Force or Character Point to use)
Exceptional Reflexes: Hssiss gain a +1D bonus to all Perception rolls made to determine initiative.

Story Factors:
Dark Side Attraction: Hssiss are naturally drawn to areas influenced by the dark side and users of the dark side. They will often be found resting in such areas and will often come to the aid of dark side users that they sense.

Move: 12 (ground), 18 (swim)
Size: 4 meters long
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Pel
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PostPosted: Sun Aug 02, 2015 10:40 am    Post subject: Reply with quote

Looks menacing! Let us know how your party fares against these beasties.
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garhkal
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PostPosted: Mon Aug 03, 2015 1:24 am    Post subject: Reply with quote

Much better. Though why only brawl and no brawl parry? Also still lacking any sort of 'natural armor'. Even if it's only "Thick hide, grants Str+1d+1 physical, and Str+1d energy protection"..
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Pel
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PostPosted: Mon Aug 03, 2015 7:26 pm    Post subject: Reply with quote

These things already have an even chance to shrug off a blaster pistol so to me any natural armor would be overkill. Stealth, cunning, and that Light Side disruption ability already make them formidable. Smile
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garhkal
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PostPosted: Tue Aug 04, 2015 3:31 am    Post subject: Reply with quote

That strength ain't gonna do much against a wookie wielding a vibro axe, especially since there is no brawl parry for this dragon to defend himself with.
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garhkal
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PostPosted: Tue Aug 04, 2015 6:58 pm    Post subject: Reply with quote

One thing i have been thinking of is..

If you were to somehow adapt 2e/1e AD&Ds breath weapons for dragons into SW, such as the flame breath etc, how would you do it?
Would you give the dragon a 'to hit rating' in his BW, and treat it like any other ranged attack?

I was thinking of making my own dark side sith infused dragon, and HIS breath weapon would look something like this..

Electrical breath: The dragon once every 4 combat rounds, can instead of biting targets, breath a cone of electricity out that causes power armor/electronics /powered weapons such as vibros and blasters to react as if hit by ionic/emp damage, while people get hit as if by stun damage.
This can be done as one of 2 'breaths.
A cone of 20m/40m/60m, (short range is 1 hex wide, medium is 2, long is 4) which is treated like the Merr-sonn Deck sweeper in that anyone in the short range bracket gets no dodge, those in the medium get a dodge at -3d, while those in the long range bracket get a dodge at -1d. Unarmored targets (OR targets armored who's armor has fully shut down) need to soak against 6d stun damage.
Armored targets, Electronics on those targets (inc datapads/weapons/cybernetics must roll their body rating + any energy damage protective value against 6d "Ion" damage, and any damage not soaked (Or all damage if the suit is fully shut down) bleeds through to the wearer as stun damage.

2nd method is a fan out to 20 meters, in a 120 degree arc. Damage is above.
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Jonos
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PostPosted: Sun Aug 09, 2015 10:43 am    Post subject: Reply with quote

Next week I'll run the adventure. Anyone interested in trying the adventure for themselves can download it from the link in my sig. I'm really interested in getting feedback on how it goes for different parties!
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CRMcNeill
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PostPosted: Sun Aug 09, 2015 2:46 pm    Post subject: Reply with quote

garhkal wrote:
I was thinking of making my own dark side sith infused dragon, and HIS breath weapon would look something like this..

Very nasty.
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garhkal
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PostPosted: Sun Aug 09, 2015 3:29 pm    Post subject: Reply with quote

Not really when you consider it only shuts armor down or stuns you out.
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Pel
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PostPosted: Sun Aug 09, 2015 5:46 pm    Post subject: Reply with quote

Yes, but that's just for a Blue Dragon. There's also fire, cold, acid, & poison gas. Even a berserk Wookiee can't shrug off concentrated acid, or put more appropriately, '5D Str doesn't do much if your character is a sizzling quadriplegic'.
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garhkal
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PostPosted: Mon Aug 10, 2015 3:04 pm    Post subject: Reply with quote

Here are my attempts..

In'sha'ka Sith alchemied dragons

Dexterity 4D - Breath attack 7D, Brawl Parry 5D+2, Dodge 6D, Flying 7D
Perception 3D+2 - Sneak 4D+2, Search 4D+2
Strength 4D+2 - Brawling 5D+2, Swimming 6D+2

Control 3D
Alter 2D
Sense 3D+2

Force Powers: Life Detection, Sense Force, Force Shroud (see below)

Force Shroud: Control-Easy / Alter-Moderate - Sustained
This power grants +10 versus any detection through use of the force and makes the dragon invisible to most common senses (Treat all attempts at Perception and Perception based skills as having an increased difficulty of +2D)
(*GM Note - This power is described as having interesting reactions to the Danger Sense power in that even if successful, the wielder only receives vague visions of gnashing teeth and claws and no definition of the true attacks to come.)

In'sha'ka come in 5 different skin colors. Red, Blue, White, Green and Black. The only changes based on this are in what their Breath weapon is, and in what their resistances are.

Special Abilities:
Blue - Immune to Stun energy weaponry (Grenades, blasters set for stun), but can still be knocked out by physical attacks or gas).
Red - Immune to concussive blasts
Green - No need to breath so immune to all gasses
White - Immune to cold including the depth of space
Black - Immune to all forms of Acid.

Breath weapon. Regardless of which 'color' all their breath weapons come in 2 forms for use.
1st is a A cone of 20m/40m/60m, (short range is 1 hex wide, medium is 2, long is 4) which is treated like the Merr-sonn Deck sweeper in that anyone in the short range bracket gets no dodge, those in the medium get a dodge at -3d, while those in the long range bracket get a dodge at -1d.
The 2nd method is a fan out to 20 meters, in a 120 degree arc. Dodges are penalized by a flat 2d.

Blue In'sha'ka use a lightning like disruption breath, which while damaging is non lethal. If the target(s) are unarmored, they soak 6d STUN damage. If armored in Power armor the armor must first resist getting shut down (adding its Energy protective value to its Body rating to resist the 6d damage as if it was Ion/EMP damage). If the armor suffers more than a light damage, the wearer takes some.
Heavy damage - 3d+2 stun. Severe damage 4d+2 stun. If shut down fully the wearer takes the full 6d damage.

Red In'sha'ka use a flame breath that does 7d/6d/5d damage to short/medium/long range. ANYONE taking a wound or greater catches alight and burns in additional rounds taking 1d damage less than they initially did til no D are left.

White In'sha'ka have a cold breath, and similarly to the Blue ones, it must pass through armor to injure the wearer. However due to frostbite/frozen limbs it IS lethal. Base damage is 6d+2 for short, 6d medium and 5d+1 for long. Armor uses Body+ Physical (not energy) rating to soak.

Green In'sha'ka have a gas breath that is different from all the others, in that it is a wider cone (90 degree arc only) out to 45 meters flat. Only those in fully sealed suits might be protected. Armor takes 5d acidic damage, and if suffers a Heavy or greater damage leve, the wearer needs to soak against 5d gaseous damage. This is not stun gas, it is a neuro toxin that will render you paralytic.

Black In'sha'ka only get the first breath cone, not the fan version. Their breath is an acid stream that is VERY deadly, dealing 8d/7d+1/6d+2 damage, and like with the Fire version, continues to "dissolve" the target at 1d less per round. Armor resists with its Physical rating, not energy. Even a LIGHT damage though is sufficient to burn through enough to affect the target underneith. Treat the wearer as taking 4d less damage if the armor is only lightly damaged, 2d+2 less for heavy damaged armor, or 1d+1 less damage if the armor is severely damaged.

Bite: Does Strength +2D damage.
Claws: Do Strength +1D damage.

Dark Side Presence: In'sha'ka have been mutated by continued exposure to Dark Side energy, this may be felt within their presence when sensed through force powers.

Light-side Disruption: Any being within 5 meters of the In'sha'ka suffers a –2D penalty to all Force skills unless it is a dark side power, or a Dark Side Point is used. (Force-wielders with 2D or less in any skill cannot use any power that relies on that skill, i.e., they may not spend a Force or Character Point to use)

Story Factors:
Dark Side Attraction: In'sha'ka are naturally drawn to areas influenced by the dark side and users of the dark side. They will often be found resting in such areas and will often come to the aid of dark side users that they sense.

Move: 12 (ground), 22 Fly
Size: 5 meters long
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Pel
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PostPosted: Mon Aug 10, 2015 9:22 pm    Post subject: Reply with quote

Very nice and well considered overall. I just wonder about the size. 5m seems a bit small to dish out that level of damage. Other than that, they look great! Smile
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garhkal
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PostPosted: Tue Aug 11, 2015 6:13 pm    Post subject: Reply with quote

5M is just their body size.. Adding in the tail, and putting in a wingspan would problably make them 8-9 meters long, 10 meters wide..
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garhkal
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PostPosted: Mon Mar 21, 2016 2:03 pm    Post subject: Reply with quote

Thinking some more on this, i am thinking i might revise the In'sha'Ka to where they have no actual force powers, but the force shroud is an innate ability. Changing it up to where it's worded thus.

In'sha'ka Sith alchemied dragons

Many millennia ago, the In'kara were naturally existing flying lizards to several planets. Some historians think theses creatures were responsible for several cultures lore and myths on 'dragons'.. However it wasn't till the ancient Sith got a hold of them and used their Alchemy to mutate them, that they actually took on that mantle.

They are all between 5 and 10 meters long in the body, with double that in length with the tail and their long neck added in. Their wingspan is at least 15 meters, and in some of their ancient ones, can be as great as 25 meters.

They can move at a speed of 26 while flying, and though look ungainly are rather agile on the ground with a 12 ground based movement rate. All In'sha'ka are sentient and can converse rather eloquently with humans and humanoids, but are all dark side creatures, so nearly all are in service to a Sith or dark side acolyte. They love gems and are very fond of mind puzzles and conundrums.

Their stats are
Dexterity 4D - Breath attack 7D, Brawl Parry 5D+2, Dodge 6D, Flying 7D
Perception 3D+2 - Sneak 4D+2, Search 4D+2
Strength 4D+2 - Brawling 5D+2, Swimming 6D+2
Know 2D+2 - Languages 5D, Cultures 4D, Willpower 7D, Intimidation 6D, mind games 5D+2, Strategy games 4D+2.

Racial Special powers:
All In'sha'ka have a thick hide of scales, granting +2d+2 physical protection, and +1d+2 energy protection.

Their Bites do Str +2d damage, while their Claws do Str+1d.

In'sha'Ka come in 5 colors, each one giving a different special resistance (or resistances), but all In'sha'Ka have 3 powers similar. A Breath weapon (see below) a force based masking power and a unique like power known as Force Shroud.
Force Shroud
This power is always active, even if an In'sha'ka is unconscious. It makes all force users not of the dark side to add +10 to the difficulty needed to activate ANY sense based force power that is being used On the In'sha'ka, and even if those powers are successfully activated, still give less information than normal, such as Danger sense only letting a Jedi know of "Gnashing teeth and swiping claws but not from where its coming from. This is regardless of whether the force user is close to the In'sha'Ka or not.
Additionally, cause of this ability, Any force user near an In'sha'Ka suffer a penalty to activate all force powers (not just those of a sense base), if within 15 meters. This is a flat +5 added to the difficulty to activate the power.

Their third power is a Masking ability, that shrouds the area in a dark, almost gloomy mist when they are stationary. This makes them harder to spot with Perception or the skill Search by 3d (much like a smoke grenade obscures vision), however when they move, the bonus drops to only 1D. If a Force user activates the power Force light this masking ability can be nullified on a roll of a 20 or greater, and can be kept up to block it. If done, the In'sha'Ka recoil in anger at the one who engaged the Force light.

Breath weapon;
All In'sha'Ka, have a special breath weapon and resistance linked to their color. The breath weapon of Red, Blue and White In'sha'Ka have can be used in two modes. Blacks only get the first mode, while greens are a special case.
First off is a long but narrow cone, with a 60 meter max range (20, short, 40 medium brackets) which is 5m/10m/15m wide (one hex on a standard map). It is treated similar to a deck sweeper in that all those in the breath get penalized on their dodge based on how far out they are. Those at the short range band get no dodge to avoid it. -3d for those in the medium range band, and -1d at long range.
The second form is a wide close in fan where the In'sha'Ka breaths at all near him in a 120 degree arch (though it only goes out 20 meters). Unlike the former breath, this can be dodged even though it is at 'close range' but all such dodges are at -2d penalty.
EITHER breath mode is a full round action, which allows the In'sha'Ka to only do reactive actions (dodge/parry) in addition to it, but those reactions are penalized by 2d.

If an In'sha'Ka is blue in color, it is Immune to all non gas based stun grenades and energy weaponry set for stun, but still can be 'stunned' by physical damage whether from lethal setting energy weapons or melee/brawling attacks that achieve a stun result. Their Breath weapon is a lightning like disruptive blast of energy that washes over the target's technology first, dealing 6d damage as if it was a EMP/Ion wave. All electrical targets in the AoE must roll their soak adding their Energy rating (for armor) to their Body rating. If armor takes more than a light damage then the breath passes through it to Stun the wearer. Heavily damaged armor lets through 3d+2 of stun damage, while Severely damaged armor lets through 4d+2. If the armor gets totally shut down, all 6d makes it through.

Those of Red scales are resistant to all forms of Concussive energy (not physical concussive blows from melee weaponry) and flame based attacks. Their breath weapon is flame based dealing 7d (short range) 6d (medium range) or 5d (long). Similar to blue dragons, armor must check first (If worn) but uses their Physical protective value added to the Body rating, vice Energy. Unlike the blue though, even those which get lightly damaged still send on some damage through to the target. 3d Less than normal for Lightly damaged, 2d less for Heavy damage and 1d less for Severely damaged. IF a target ever takes a wound or greater, he (or she) has caught alight, and burns continually suffering damage of -1d from the initial blast (so one at medium range takes 6d, then 5d, then 4d).. Stopping, dropping and rolling, for a full round (No other action) and making a moderate Dexterity check, will allow a target to put himself out (this drops to Mid Easy if he has one other person assisting).

Those of the White color are Immune to cold based attacks, even the cold in the depth of space, and as such Can fly outside of a Planet's Atmosphere. They must still hold their breath, but unlike Humans they can hold it for 10 minutes base, + 1 minute per point scored on a Stamina roll. Their breath weapon is a chilling blast of ice/frost, similar in effect to being hit by liquid nitrogen. As with blue/red, this must first pass through armor, and similar to reds, is based on the range at which a target is hit. BUT any damage that passes through is lethal, as limbs can get frostbitten. Base damage is 6d+2 at short, 6d at medium and 5d+1 at long.. As with Reds, armor uses its physical rating vice energy.

Green colored In'sha'ka are immune to all gas attacks, as they don't Need to breath, but do so for speech reasons. As such they can survive even in space, though still need something to help with the lack of heat issue. Their breath is a cloud of gas that operates in a different fashion than all others. in that it flows out to occupy a 90 degree arc out to 45 meters, and lasts for 2d rounds, lingering in the spot it was breathed into moving away from that spot, 5 meters a round. All those Not in fully sealed suits, can be affected by the gas as it will paralyze (treat the damage as lethal that can only go to incapacitate). This deals a flat 5d+2 damage.

Lastly those In'sha'Ka of black color have a highly acidic breath stream, which is very narrow in its cone. The range is similar to red/blue/white, but only is 3m/6m/9m wide respectively for short/medium/long range. The damage though is much more concentrated, dealing 8d/7d+1/6d+2 to those in it, and similar to the others, must get through armor before it can affect those underneath. Lightly damaged armor lets in 4d less, heavily damaged lets through 3d less and severely damaged lets through 2d less. Similar to red scale In'sha'Ka, those who take a wound or greater, suffer continual damage as their skin/bone/armor/clothing is continuing to dissolve..
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