Saturday, February 17, 2024

The Wandering Crystal Sphere [Dark Sun]

Ok, I've talked about this before, but I have this idea that the Athasian Crystal Sphere travels through the Prime Material Plane on an inclined orbit; at times it is close to Water and the Positive plane, descending close to Earth and relatively equidistant between Positive and Negative, then down to Fire and Negative, before heading up through Air.

The Blue Age ended in the 8th Worlds (King's) Age; the Red Age began when Rajaat used the Dark Lens in the 144th King's Age. At 77 years per age, that means that each Age is roughly 10,500 years long (I'm fudging a bit for roundness sake).

That means that (In KA 191) FY 1 is about 3,600 years into the Red Age. This means there's about 7000 more years of the Red Age, followed by what I will declare the Yellow Age, just because it is an easy color to use. The Yellow Age will see a reduction of undead (as we move away from the Negative Material Plane), but other than that? Who knows? A resurgence of life shaping? In its 42,000 year cycle (assuming their hypothesis is true), do things repeat? Does the next Blue Age see halfling life-shapers? Maybe humans rise to the top? Might thri-kreen be survivors of a previous Green or Red Age, who suffered through the Blue Age?

This is all speculative, of course. Just a neat cosmological idea.

Tuesday, February 6, 2024

To Your Health! (Hackmaster)

 

To Your Health!

Health and Medicine of Tellene

 

Medicine is an odd art, in a world that has magic in it. The Player’s Handbook includes Honey Brew and Liver Squeezins’, two brews which the Gamemaster’s Guide informs us will heal even grevious wounds; even near death, someone whose silver and liver hold out can be repaired by sipping herbed lager all day and, if you don’t mind a bit of recreational blindness, a dose of fermented owlbeast bile can get you back on your feet in no time… what’s about 3-12 days of blindness if you were going to spend months recuperating from fighting that owlbeast? Though these will not be available from every village brewer, they are common enough that they may be available in the next town over. Other brews will increase your strength or speed, or even let you speak to the dead. The line between “magic” and “medicine” is a thin one.

However, two sizable priesthoods do have a focus on medicine and health. Both the Caregiver and the Powermaster advocate for health, and have extensive knowledge of wound care and treating the symptoms of disease. The Merciful Fates are far more likely to turn to magical healing, while the Seekers of the Three Strengths will emphasize physical health as a means to avoid disease, but both study medicine and physiology; spells run out, and sometimes someone gets ill regardless of their health.

The main skills of non-magical health care on Tellene are First Aid, Craft: Apothecary, and Medicine. First Aid covers the treatment of wounds and physical damage; it covers things like binding wounds, child birth, and even surgery; its practitioners are commonly called chirurgeons. Craft: Apothecary deals with the creation of medicines, and its practitioners are known as apothecaries, or sometimes herbalists or alchemists. Medicine deals with disease and poison, and its practitioners are physickers. These are not exclusive subjects; someone skilled in First Aid knows the basics of poultices and avoiding infection. An apothecary can stitch wounds and understands the medicines needed to bring down a fever, and a physicker makes use of simple medicines and surgery in their treatment of disease. But while an apothecary can brew a medicine that will cure a few hit points of damage, they cannot set a broken leg with their arts. A chirurgeon may clean and sew up a wound, but they can do little for Black Rash. A physicker can bring someone back from near-death by poison, but cannot make a wide array of medicines.

There are a few common ancillary skills, especially for physickers and apothecaries. First, of course, is Literacy. More practically, however, there are Botany, Geology, and Monster Lore. These three skills cover knowledge of the medicinal uses of plants, minerals, and various animals, and so are required for physickers and apothecaries. Apothecaries are also skilled with Cooking/Baking, as they have to prepare their mixtures. Not a few will bake bread as they reduce a tincture.

 

Medicine (New Skill)

Relevant Ability: Intelligence

Cost: 6 BP (3 BP for Merciful Fates)

Universal: No

Prerequisite: Botany 26+, Geology 26+, Literacy 26+

Materials/Tools: Yes for most treatments, No to diagnose problems.

 

While First Aid deals with wounds and critical care, Medicine is the skill of diagnosing and treating disease, poison, and other whole-system threats to health. This often requires poultices made of plants or minerals, but can also involve such treatments as cold or hot baths, cleaning with salt, or even placing maggots around a wound that has turned septic in order to clean dead flesh from a wound.

Dealing with poisons involves cleaning, care, and purification, as well as bloodletting. Note that, with many poisons, this is not enough to cure a poison as it ravages the body; this is palliative care after the fact. Some poisons with longer durations (q.v. basilisk poisons), the physicker can provide an additional saving throw, if they are able to treat them in time.

Tellene’s medical knowledge does not extend to germ theory, and this limits their practice of medicine somewhat. They are not able to directly cure a disease, save by happenstance; rather, those who study medicine (be they physicians or apothecaries) seek to treat the symptoms of disease, lessening its effects. There is some knowledge that purification can help, and so clean water, salt, and alcohol are part of a physicker’s toolbox, but so are milk, tea, and clarified urine.

As a necessary note; knowledge of Medicine does not prevent one from catching disease. While physickers who survive may build up a resistance to a variety of diseases, the key thing to note is “those who survive”. Their only solace is that they’ve a doctor nearby to help with their treatment, unless they get so ill that they are unable to heal themselves.

Medicine can also help ameliorate chronic conditions, such as Allergies, Epilepsy, and Migraines, as well as asthma, arthritis, and the on-going effects of diseases.

 

 

Mastery Level:

The Character Can:

Novice

Treat Disease sufficiently to give a +1 to the Severity check if at least 1 hour of treatment is provided before onset of symptoms (this bonus is applied retroactively; if the character rolled a 2 against a Severity 12 disease, it will do little; an 11 against a severity 12 disease would see the disease reduced to Minor status). Palliative care of disease reduces total penalties by 1, or 5% (cumulative penalties will still accrue), and requires 1 hour per day.

 

Treating Poison requires 10 minutes per wound. May treat damage from poison as if they possessed Novice mastery of First Aid, reducing time to recover from poison damage by 1 day per point (so, 4 points of poison wound would require 7 days instead of 10 to recover, as with first aid). Poisons with significant durations may be reduced by 1 increment per die (so, devil poison would be reduced from 2d12p hours to 2d12p-2 hours).

Average

Treat Disease sufficiently to give a new Communicability check at -5, and a +2 to the Severity check if at least 1 hour of treatment is provided before onset of symptoms. Palliative care of disease reduces total penalties by 1, or 5% (cumulative penalties will still accrue), and requires 1 hour per day.

 

Treating Poison requires 6 minutes per wound. May treat damage from poison as if they possessed Novice mastery of First Aid, reducing time to recover from poison damage by 1 day per point (so, 4 points of poison wound would require 7 days instead of 10 to recover, as with first aid). Poisons with significant durations may be reduced by 1.5 increments per die (so, devil poison would be reduced from 2d12p hours to 2d12p-3 hours).

Advanced

Treat Disease sufficiently to give a new Communicability check at -2, and a +3 to the Severity check if at least 1 hour of treatment is provided before onset of symptoms. Palliative care of disease reduces total penalties by 2, or 10% (cumulative penalties will still accrue), and requires 1 hour per day.

 

Treating Poison requires 4 minutes per wound. May treat damage from poison as if they possessed Novice mastery of First Aid, reducing time to recover from poison damage by 1 day per point (so, 4 points of poison wound would require 7 days instead of 10 to recover, as with first aid). Poisons with significant durations may be reduced by 2 increments per die (so, devil poison would be reduced from 2d12p hours to 2d12p-3 hours). May prevent death by poison if with a Difficult skill check, if treatment is completed before 5 minutes after death.

Expert

Treat Disease sufficiently to give a new Communicability check, and +4 to the Severity check if at least 1 hour of treatment is provided before onset of symptoms. Palliative care of disease reduces total penalties by 3, or 15% (cumulative penalties will still accrue), and requires 1 hour per day.

 

Treating Poison requires 3 minutes per wound. May treat damage from poison as if they possessed Novice mastery of First Aid, reducing time to recover from poison damage by 1 day per point (so, 4 points of poison wound would require 7 days instead of 10 to recover, as with first aid). Poisons with significant durations may be reduced by 2 increments per die (so, devil poison would be reduced from 2d12p hours to 2d12p-3 hours). May prevent death by poison if with an Average skill check, if treatment is completed before 10 minutes after death.

Master

Treat Disease sufficiently to give a new Communicability check, and +4 to the Severity check if at least 30 minutes of treatment is provided before onset of symptoms. Palliative care of disease reduces total penalties by 3, or 15% (cumulative penalties will still accrue), and requires 30 minutes per day.

 

Treating Poison requires 2 minutes per wound. May treat damage from poison as if they possessed Master mastery of First Aid, reducing time to recover from poison damage by 2 days per point (so, 4 points of poison wound would require 3 and 3/4 days instead of 10 to recover, as with first aid). Poisons with significant durations may be reduced by 2 increments per die (so, devil poison would be reduced from 2d12p hours to 2d12p-3 hours). May prevent death by poison if with an Average skill check, if treatment is completed before 15 minutes after death.

 

A simple physicians kit will include a variety of tools for testing, cleaning, and examining the patient. Common are dried herbs, scraps of cloth for bandages, and a bowl for mixing. Most will also include a small, sharp knife and a variety of needles (for bloodletting). The contents of such a kit will vary widely, but a basic physicker’s kit will run 10-20 silver pieces, and weigh about 3 pounds..

 

Craft: Apothecary

Relevant Ability: Wisdom and Dexterity.

Cost: 1 BP

Universal: No

Prerequisite: Botany 26+, Geology 26+, Literacy: 26+; Botany and Geology mastery level must equal or exceed that of Craft: Apothecary. Cooking/Baking 26+. Sample Preservation Proficiency

Craft: Apothecary is the skill of making medicines from plant, animal, and mineral sources. Many of these medicines are simple remedies, treating the symptoms of various diseases; a tonic for congested lungs, a poultice for fever, a potion that helps a cough. Others will help alleviate the long-term effects of illnesses, or encourage healing and discourage infection. Many will deal in other herbal treatments, from varieties of pipeweed, teas, or more exotic narcotics and hallucinogen.

Unsurprisingly, apothecaries are very popular with adventurers, though their skills are ill-suited to adventuring, themselves. Their concoctions and tinctures take time and care to create, and many lose potency if they are left too long, or treated too harshly. The tools of an apothecary are heavy and fragile, requiring multiple pans for cooking, glassware for distillation, and braziers for even heating. An apothecary in the field may be able to improvise, but seldom well.

Apothecaries, it should be noted, are not alchemists; their preparations are purely medicinal. However, Average or greater mastery of Craft: Alchemy adds +5% to Craft: Apothecary rolls, and vice versa. Master-level mastery of either adds +10% to the rolls of the other.

 

 

Mastery Level:

The Character Can:

Novice

Suggest a type of preparation that may help, prepare Easy or Average preparations under supervision of an Apothecary of at least Advanced mastery. Preparations take 4 hours (with proper supervision, ingredients, and tools)1. Preparations last 1d3 days2.

Average

Prepare any preparation at one greater difficulty than normal (so, Difficult preparations are Very Difficult). Preparations take 3 hours (with proper ingredients and tools). Preparations last 1d6 days.

Advanced

Attempt any preparation at listed difficulty; may increase difficulty by one level to create 1d4p-1 doses in a single batch. Preparations take 2 hours (with proper ingredients and tools). Preparations last 2d6 days

Expert

Attempt any preparation at listed difficulty; may increase difficulty by one level to create 1d4p doses in a single batch. Preparations take 2 hours (with proper ingredients and tools). Preparations last 1d3 weeks.

Master

Attempt any preparation at listed difficulty; 1d4p doses are made each time; increasing the difficulty raises this to 2d4p-1. Preparations take 2 hours (with proper ingredients and tools). Preparations last 1d6 weeks.

 

1 Proper ingredients and tools must be on-hand. A well-stocked Apothecary will often have these things on hand; a traveling apothecary may have only limited supplies or materials, according to their own preparations. A penalty of -5% to -30% is suggested, depending on the level of preparation.

2 Preparation durations assume a closed pot (i.e. closed, but no exceptional sealing). A sealed container (with wax, or a tightly closed metal flask) allows longevity rolls to penetrate. Containers that are unsealed will lose potency after a day (closed, then opened, then reclosed containers will lose 1 day off their total; sealed then resealed containers will not lose any time).

 

Difficulty

Healing

Disease and Poison3

Very Easy

Salve that 1 dose adds 1 day of healing to a single wound; no more than 1 dose per wound. Remove 1 level of Fatigue for 1d3p hours (returns at end)

Ease symptoms of disease by -1 or 5% for 1 day.

Easy

Salve that 1 dose adds 1d3p days of healing to a single wound; no more than 1 dose per wound. Remove 1 level of Fatigue for 2d4p hours (returns at end).

Ease symptoms of disease by -1 or 5% for 1d3p days. Add +1d3p to poison or disease saving throws if taken within 1 minute (poison) of exposure, or before symptoms begin (disease). Disease resistance (+1 save against Communicability) for 1 day. Poison resistance (+1) for 1 hour.

Average

Salve or potion that will heal 1d3-1 points of damage to a single wound; overflow may be applied in days to another wound. Remove 1 level of Fatigue.

Ease symptoms of disease by -2 or 10% for 1d4p days. Add +1d4p to poison or disease saving throws if taken within 1 minute (poison) of exposure, or before symptoms begin (disease). Allow second save against poison; if successful, halve the impact of the poison. Disease resistance (+2 save against Communicability) for 1 day. Poison resistance (+2) for 1 hour.

Difficult

Salve or potion that will heal 1d4 points of damage to a single wound; overflow may be applied in days to another wound. Remove 1 level of Fatigue.

Ease symptoms of disease by -2 or 10% for 1d6p days. Add +1d6p to poison or disease saving throws if taken within 1 minute (poison) of exposure, or before symptoms begin (disease). Allow a second save against Severity if taken before symptoms appear. Disease resistance (+2 save against Communicability) for 1d3 days. Poison resistance (+3) for 1 hour.

Very Difficult

Salve or potion that will heal 1d6 points of damage to a single wound; overflow may be applied in days to another wound. Remove 2 levels of Fatigue.

Ease symptoms of disease by -2 or 10% for 1d6p days. Add +1d6p to poison or disease saving throws if taken within 1 minute (poison) of exposure, or before symptoms begin (disease). Allow a second save against Communicability. Disease resistance (+2 save against Communicability) for 1d4 days. Poison resistance (+4) for 1 hour.

 

2 Disease and poison bonuses and resistances are specific; you do not brew a potion which protects against all disease, but rather a potion that will provide a defense against a single, named, disease (i.e. Goblin Pox). This can make these preparations difficult to acquire; if you do not have an antidote to Giant Scorpion venom, then the Apothecary can do nothing for you.

 

Apothecary preparations have a usual cost of 5cp per mastery level, cumulative, so Average-mastery preparations will cost 15cp (5cp for novice, plus 10cp for Average), then 30cp for Advanced, 50cp for Expert, and 75cp for Master. Difficult preparations often cost twice as much, and Very Difficult preparations cost five times as much.

 

A standard Apothecary shop will be roughly 30-50 silver pieces, and weigh more than 50 pounds (including braziers, glass, mortar and pestles, alcohol for preservation, and a variety of prepared herbs, minerals, and animal samples). A more basic collecting kit (good for gathering herbs and tissue) will be 10-20 silver pieces.

 

New Proficiency: Sample Preservation (3cp)

Requirements: Botany or Monster Lore, 26%+. Cooking (novice or more)

With the Sample Preservation Proficiency, the character is trained in properly gathering samples of plants and animals (mineral samples are usually far easier to gather). Without this proficiency, samples will only be good for 1d3 weeks if botanical, and 1d3 days if zoological. With this proficiency (and a collecting kit, or a suitable equivalent), this time is extended to 1d3 seasons for botanicals, and 1d3 weeks for zoological samples. Most often, botanical samples must be dried, while zoological samples are preserved in alcohol or an air-sealed container.

Tuesday, January 30, 2024

Bard College of Arcana, redux [5e]

 Original version

I made the original way too fuckin' complex. Like, holy cow, that was way too much work for a simple idea.

College of Arcana
The college of Arcana are different from the other Bards, and broke off from the College of Lore about three score years ago. While the College of Lore focuses on a breadth of knowledge, the College of Arcana focuses exclusively on the study of magic. In that study, they learn the basic secrets of wizardly magic; not the indepth secrets of the wizard schools, but enough that they begin to keep a spellbook and prepare spells like a wizard, in addition to some access to bard magic.

3rd: Additional Skill
At 3rd level, College of Arcana bards receive proficiency in Arcana, or in another skill of choice if they are already proficient. They may apply their 3rd level Bard expertise to Arcana, even if they just learned it.

3rd: Wizard Magic
At 3rd level, Bards of the College of Arcana begin to learn spells as wizards do, in addition to their bardic magic. As Wizards, they maintain spellbooks of known Wizard spells, and may prepare their level plus Intelligence bonus in spells from their wizard spellbook, just as wizards do. Their casting attribute for wizard spells is Intelligence, so their attack bonus with wizard spells is their Intelligence Bonus + Proficiency Bonus, and the saving throw against wizard spells is 8 + Intelligence Modifier + Proficiency Bonus. They may use Wizard spellcasting focuses, and may cast wizard ritual magic (from their allowed schools) just as wizards do. They do not gain any wizard cantrips, but as they acquire more cantrips (at 4th and 10th levels), they may choose a wizard cantrip or a bard cantrip, as they wish. Wizard cantrips do not need to conform to their allowed schools.

3rd Level: School Selection
At levels 3, the bard selects two wizard schools from among Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. They may learn and cast spells from this school, and gain the 2nd level features of this school. Thus, one bard may learn Evocation, and thus gain Evocation Savant and Sculpt Spells, while another may learn Necromancy, and gain Necromancy Savant and Grim Harvest. At levels 6 and 14, an additional school is chosen, gaining the 2nd level benefits of those schools, as well. They may not learn or cast Wizard magic from any other school, save if they are Bard spells learned as a Bard, or through their Magical Secrets class feature.

Additional Note: Magical Secrets
At levels 10, 14, and 18, bards may select 2 spells, of a level they can cast, and learn them as Bard spells. In the hands of an Arcana Bard, these spells are learned as both Bard and Wizard spells, and recorded in their spellbook. These spells cannot be learned by other Bards or Wizards, unless they are normally Bard or Wizard spells; otherwise, they are simply too esoteric for those casters to unravel. Wizard spells acquired through Magical Secrets do not need to be from one of the Bard's chosen schools.

Friday, January 26, 2024

Of Blogs and Broken Links

 Just a heads up: I've moved all of my writing stuff from GoogleDocs to Zoho Workdrive, which means that many of my links are broken on here. As I reference those in other places, I intend to update the links, but many links to my own work (like supplemental tables) will be broken.

Thursday, January 11, 2024

Savage Lance: The actual, ya know, Dragonlances

Footman's Lance (Lesser)
Str+d8, min d6 Str. 8 pounds, AP 2, Reach 2
Against Dragons: AP +2 (4 total), +d8 damage

Footman's Lance (Greater)
Str+d8, min d6 Str. 8 pounds, AP 2, Reach 2
Against Dragons: AP +4 (6 total), double damage, Removes Hardy and Resilient



Mounted Lance (Lesser)
Str+d8, min d6 Str. 3 pounds, AP 2, Reach 2
Against Dragons: AP +2 (4 total), +d8 damage

Mounted Lance (Greater)
Str+d8, min d6 Str. 3 pounds, AP 2, Reach 2
Against Dragons: AP +4 (6 total), add dragon's Strength to damage, Removes Hardy and Resilient

So, I made these more or less regular lances, with bonuses against dragons. Lesser Dragonlances, made with only the Hammer of Kharas or the Silver Arm, get bonus damage. Greater Dragonlances get more bonus damage, more AP, AND remove Hardy and Resilient from the dragons they strike. Dragonlance has enough dragons that some simply aren't going to be Wild Cards; this is a bit of a bonus when you're fighting the mooks of dragonkind.

Thursday, December 14, 2023

Savage Lance: Knights of Solamnia

Knight of the Crown
Requirements: Spirit d6+, Strength d8+, Vigor d8+, Fighting d8+, Riding d6+, Vow (Major)
Being a member of the Knights of Solamnia begins with being a Knight of the Crown. Squires must study the Measure, the rules by which the knighthood operates, and pledge to the Oath, Est Sularus oth Mithas, which is Solamnic for "My Honor is my Life". As Knights of the Crown, they have a suit of full, heavy armor, a war horse, a lance, a long sword, and a medium shield. Membership in the order provides a free reroll when Networking within the Order or Solamnia, or for Common Knowledge tests to know information about the Order and proper Solamnian etiquette. Those Knights who also have the Aristocrat edge receive both benefits.

(Note: This is basically the Knight edge from FC, with a couple differences; first, Obligation is changed to Vow, though, of course, that Vow frequently also places obligations upon the knight. Secondly, the persuasion and intimidation bonuses of Knighthood is changed to a reroll when Networking and Common Knowledging within/about Solamnia and the knighthood. This was done as a reroll to allow easy stacking with Aristocrat; not all knights will be Aristocrats, but it is often noted that Aristocrats have a much easier time within the knighthood in many respects)

Knight of the Sword

Requirements: Seasoned, Spirit d8+, Knight of the Crown
Knights of the Sword are seasoned Knights of the Crown who have chosen to advance into the more spiritual Order within the Knighthood, the Knights of the Rose. As Knights of the Rose, they have some clerical abilities, granted by the Triumvirate of Paladine, Kiri-Jolith, and Habakkuk. They have the skill Faith at a d4, and 5 power points. They begin knowing the powers Boost Trait, Healing, Protection, Relief, and Smite, and may take further Edges that require Arcane Background (Cleric). However, they may never learn powers above the rank of Seasoned, and new powers must come from those allowed to priests of the Triumvirate.

(A somewhat crippled Cleric AB, trading 5 points of Power for 2 more powers known. I wanted to keep them as very minor clerics, but the restrictions on AD&D knights, where they only got spells weekly, was way too much for SW).

Knight of the Rose

Requirements: Veteran, Command, Knight of the Sword
The Knights of the Rose are the leadership and lawgivers of the Knights of Solamnia; their guiding principles are Wisdom and Justice. While they maintain the clerical powers of the Knights of the Sword, they seldom expand them after becoming Knights of the Rose. However, Knights of the Rose may, as a free action, expend 1 Power Point to gain the benefits of any Leadership edge for five rounds. They must meet the requirements of the chosen edge, and may choose to maintain it as with any other power.

(A bit of a departure; this is somewhere between the Martial Flexibility edge from FC and the Warrior's Gift power from SWADE, but for Leadership edges. This makes them exceptional leaders, with the only edge they don't immediately qualify for being Tactician, which requires Smarts and Battle not otherwise required by the edges).

Friday, December 8, 2023

Savage Lance: Draconians

 Baaz:
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d6, Performance d6, Persuasion d6, Shooting d4, Stealth d4
Pace: 5; Parry: 7 (2); Toughness: 10 (5)
Hindrances: Mean
Edges: Soldier, Arcane Resistance
Gear: Metal Scale armor (+3), Shield, Hand Weapons (usually Str+d8)
Special Abilities:
*Armor: Baaz's scaly hides are worth 2 points of armor.
*Claws: Baaz can attack with claws for Str+d4 damage.
*Death Throes: When a Baaz Draconian is Incapacitated, they die, turning to stone. If the weapon that kills them inflicts damage with a blade or point (such as a sword, spear, or a pick), then the wielder must make an Agility test or lose the weapon for one minute, until the draconian crumbles to dust, freeing the weapon.
*Disguise: Baaz are trained to go about incognito. When properly equipped, they receive a +2 to disguise themselves as humans (though it is largely impossible without deep hoods, long cloaks, and masks).
*Glide: Baaz have wings, but are not capable of true flight. Their wings make them immune to fall damage, however, if they are able to spread their wings. While falling, they may move up to 4 inches forward for every inch they fall.
*Sprint: Baaz are able to cover short distances quite quickly, falling to all fours and providing additional thrust with their wings. While doing so, they cannot hold their weapons or shield in their hands, but their pace is 10, and their running die is d10.

Kapak
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Notice d6, Persuasion d6, Shooting d4, Stealth d8
Pace: 5; Parry: 5; Toughness: 8 (3)
Hindrances: Mean
Edges: Assassin, Arcane Resistance
Gear: Leather Armor, Shield, Hand Weapon (frequently Str+d6)
Special Abilities
*Armor: Kapak's scaly hides are worth 2 points of armor.
*Claws: Kapak can attack with claws for Str+d4 damage.
*Death Throes: When a Kapak Draconian is Incapacitated, they die, exploding into a pool of Acid in a small blast template. All within the area take 2d6 damage immediately, and each round they begin in the area. After five rounds, the acid is neutralized.
*Glide: Kapak have wings, but are not capable of true flight. Their wings make them immune to fall damage, however, if they are able to spread their wings. While falling, they may move up to 4 inches forward for every inch they fall.
*Poison: Kapak have venomous saliva, and will lick their weapons during combat (as a free action). The saliva is a strength 0 paralyzing poison (SWADE p. 129). Weapons licked retain their poison for three rounds.
*Sprint: Kapak are able to cover short distances quite quickly, falling to all fours and providing additional thrust with their wings. While doing so, they cannot hold their weapons or shield in their hands, but their pace is 10, and their running die is d10.

Bozak
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Battle d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d6, Persuasion d6, Shooting d4, Spellcasting d6, Stealth d4
Pace: 5; Parry: 8 (2); Toughness: 11 (5)
Hindrances: Mean
Edges: Arcane Background (Mage), Command, Arcane Resistance
Powers: Bolt, Entangle, Smite. Power Points: 10
Gear: Chain Armor, Shield, Hand Weapon (frequently Str+d8)
Special Abilities
*Armor: Bozak's scaly hides are worth 2 points of armor.
*Claws: Bozak can attack with claws for Str+d4 damage.
*Death Throes: When a Bozak Draconian is Incapacitated, they die. Their skin turns to dust, and their bones explode in a small blast template. All within the area take 2d6 damage.
*Glide: Bozak have wings, but are not capable of true flight. Their wings make them immune to fall damage, however, if they are able to spread their wings. While falling, they may move up to 4 inches forward for every inch they fall.
*Spells: Bozak are spellcasters, though not accomplished ones. Most will have Bolt (fire or lightning), Entangle, and Smite (lightning), but they may learn others.
*Sprint: Bozak are able to cover short distances quite quickly, falling to all fours and providing additional thrust with their wings. While doing so, they cannot hold their weapons or shield in their hands, but their pace is 10, and their running die is d10.

Sivak
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Battle d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8, Persuasion d8, Shooting d4, Stealth d6
Pace: 5; Parry: 6; Toughness: 14 (6)
Hindrances:
Edges: Arcane Resistance, Sweep
Gear: Plate Armor, Great Sword (Str+d10)
Special Abilities
*Armor: Sivak's scaly hides are worth 2 points of armor.
*Claws and Tail: Sivak can attack with claws for Str+d4 damage, or a tail strike for Str
*Death Throes: When a Sivak Draconian is Incapacitated, they die, turning into an exact replica of whoever killed them, if they are size 2 or smaller
*Flight: Unlike their less-endowed siblings, Sivak can fly at a pace of 12.
*Shapechange: Sivak can change form when they slay a humanoid of their size or smaller. When they do so, they become an exact physical replica of their subject, but have none of their subject's memories or skills. The sivak can change back at any time as a free action, but cannot shapechange again until they slay another humanoid.
*Size: In their natural form, Sivak are 9' tall; size +2.

Aurak
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d8, Notice d8, Persuasion d6, Shooting d8, Spellcasting d10, Stealth d8
Pace: 8; Parry: 5; Toughness: 10 (3)
Hindrances: Arrogant
Edges: Arcane Background (Mage), Improved Arcane Resistance
Powers: Bolt, Disguise, Puppet, Smite, Shapechange and Teleport are innate powers. They may know many other spells available to a Mage, including Blast, Bolt, deflection, detect/conceal arcana, disguise, dispel, fear, obscure, protection, puppet, shape change, smite, speak language, teleport.
Power Points: 30, for all powers.
Gear: Cloth Armor
Special Abilities
*Armor: Aurak's scaly hides are worth 2 points of armor.
*Claws and teeth: Aurak can attack with claws and teeth for Str+d4 damage.
*Death Throes: When a Aurak Draconian is Incapacitated, they become frenzied and surrounded by flame. Until they take another Wound, they attack, with claw and bite, all targets nearby, and inflict 2d4 damage from the fire on all in their reach. Once that frenzy has been extinguished, they explode first into a medium blast template ball of lightning, doing 2d6 damage to all within range, then a large blast template Havoc the round after.
*Size: +1; 7' tall