shadowcat1313
Dec 13th, '07, 07:09 AM
got to tinkering with some 3E conversions at work, mix of my ideas and some stuff from Killer shrikes site.
3E Adult Red Dragon
Player:
Val Char Cost
35 STR 25
12 DEX 6
25 CON 30
32 BODY 44
23 INT 10
20 EGO 20
21 PRE 11
10 COM 0
7/18 PD 0
5/16 ED 0
3 SPD 8
12 REC 0
50 END 0
63 STUN 0
8" RUN 0
2" SWIM 0
7" LEAP 0
Characteristics Cost: 154
Cost Power
Attacks
27 1) Breath Weapon -Cone of Fire: Energy Blast 10d6 (vs. ED), Area Of Effect Nonselective (11" Cone; +3/4) (87 Active Points); 4 Charges (-1), No Range (-1/2), Extra Time (Full Phase, -1/2), Custom Modifier (Save for Half; -1/4) [Notes: 1D6 per age class of Dragon]
37 2) Bite: Killing Attack - Hand-To-Hand 3d6 (vs. PD), Semi-Armor Piercing (+1/4) (56 Active Points); No STR Bonus (-1/2)
25 3) Claws: Killing Attack - Hand-To-Hand 1 1/2d6 (vs. PD), Autofire (2 shots; +1/4), Semi-Armor Piercing (+1/4) (37 Active Points); No STR Bonus (-1/2)
6 4) Tail Slap: Hand-To-Hand Attack +3d6 (15 Active Points); Custom Modifier (Direct Rear Only; -1), Hand-To-Hand Attack (-1/2)
7 5) Cleave: 1 extra attack on a target within a 1" Radius, OCV and DCV unmodified (11 Active Points); (only if initial target is down or out; -1/4), (PreReq: STR 13+; -1/4)
Defenses
6 1) Damage Reduction: Armor (5 PD/5 ED) (15 Active Points); Custom Modifier (only vs non magic or +1 weapons; -1), Custom Modifier (Young Adults or Older Only; -1/2) [Notes: Starts at 3/3 with young adults, +2 per age class older]
30 2) Immunity to Fire: Energy Damage Reduction, Resistant, 75% (60 Active Points); Custom Modifier (only vs specific energy type; -1)
12 3) Armor (6 PD/6 ED) (18 Active Points); Activation Roll 14- (-1/2)
15 4) Power Defense (30 points) (30 Active Points); Custom Modifier (only vs Sleep and Paralysis; -1)
10 5) Knockback Resistance -5"
Movement
4 1) Extra Ground Movement: Running +2" (8" total)
7 2) Winged Flight: Flight 15" (30 Active Points); OAF Bulky (-1 1/2), Takeoff/Landing (-1), Restrainable (-1/2), Custom Modifier (Poor Manueverability -2 Turn Mode; -1/2)
Senses
5 1) Dark Vision: Ultraviolet Perception (Sight Group)
22 2) Blind Sense: Spatial Awareness (Sight Group)
5 3) Nightvision
12 4) Keen Senses: +4 versus Range Modifier for Hearing Group and Sight Group
6 5) Keen Senses: +2 PER with all Sense Groups
Other Abilities
1 1) Alertness: +3 INT (3 Active Points); only applies to sense rolls (-2)
17 2) Life Support (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in Intense Heat)
2 3) Favored Environment: Environmental Movement (Mountains and Underground)
Spell Like Abilities
14 1) Suggestion: Mind Control 12d6 (60 Active Points); 3 Charges (-1 1/4), must be able to understand casters language (-1), RSR to Negate (-1/2), Gestures (-1/4), Incantations (-1/4) [Notes: Enchantment/Charm]
4 2) Locate Object: Detect A Large Class Of Things 16-/14- (Sight Group) (10 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Spell (-1/2), 6 Continuing Charges lasting 1 Turn each (-1/4)
Optional Abilities
Powers Cost: 274
Cost Martial Arts Maneuver
5 Flyby Attack: 1/2 Phase, +1 OCV, +0 DCV, 7d6 +v/5; FMove
4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 11d6 Crush, Must Follow Grab
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls
5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on; FMove
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
Martial Arts Cost: 22
Cost Skill
8 +2 OCV with any two categories of combat
4 +2 with one mode of Movement
3 -8) AK: Home Terrirtory (INT-based) 14-
3 Acting 13-
3 Bribery 13-
3 Bureaucratics 13-
3 Contortionist 11-
3 Navigation 14-
3 Oratory 13-
3 Persuasion 13-
3 Scholar
2 1) KS: Arcane Lore (INT-based) (3 Active Points) 14-
2 2) KS: Dragon Lore (INT-based) (3 Active Points) 14-
2 3) KS: Dragon Magic (INT-based) (3 Active Points) 14-
2 4) KS: Fire magic (INT-based) (3 Active Points) 14-
2 5) KS: History (INT-based) (3 Active Points) 14-
4 Survival (Mountain, Underground) 14-
3 Tactics 14-
3 Trading 13-
Skills Cost: 59
Cost Perk
11 Money: Filthy Rich
Perks Cost: 11
Cost Talent
6 Lightning Reflexes: +4 DEX to act first with All Actions
10 Follow-Through Attack
3 Lightsleep
Talents Cost: 19
Total Character Cost: 539
Pts. Disadvantage
20 Distinctive Features: Dragon (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
30 Hunted: Assorted Folk who hunt Dragons 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Physical Limitation: Sheer Size (Frequently, Slightly Impairing)
15 Psychological Limitation: Greed (Common, Strong)
15 Psychological Limitation: Hatred of Silver Dragons (Common, Strong)
15 Psychological Limitation: Overconfidance (Common, Strong)
20 Reputation: Dragon, 14- (Extreme)
20 Rivalry: Professional and Romantic (Other Dragons of same race; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Vulnerability: 1 1/2 x BODY Cold (Common)
10 Vulnerability: 1 1/2 x STUN Cold (Common)
Disadvantage Points: 165
Base Points: 200
Experience Required: 174
Total Experience Available: 0
Experience Unspent: 0
3E Adult Red Dragon
Player:
Val Char Cost
35 STR 25
12 DEX 6
25 CON 30
32 BODY 44
23 INT 10
20 EGO 20
21 PRE 11
10 COM 0
7/18 PD 0
5/16 ED 0
3 SPD 8
12 REC 0
50 END 0
63 STUN 0
8" RUN 0
2" SWIM 0
7" LEAP 0
Characteristics Cost: 154
Cost Power
Attacks
27 1) Breath Weapon -Cone of Fire: Energy Blast 10d6 (vs. ED), Area Of Effect Nonselective (11" Cone; +3/4) (87 Active Points); 4 Charges (-1), No Range (-1/2), Extra Time (Full Phase, -1/2), Custom Modifier (Save for Half; -1/4) [Notes: 1D6 per age class of Dragon]
37 2) Bite: Killing Attack - Hand-To-Hand 3d6 (vs. PD), Semi-Armor Piercing (+1/4) (56 Active Points); No STR Bonus (-1/2)
25 3) Claws: Killing Attack - Hand-To-Hand 1 1/2d6 (vs. PD), Autofire (2 shots; +1/4), Semi-Armor Piercing (+1/4) (37 Active Points); No STR Bonus (-1/2)
6 4) Tail Slap: Hand-To-Hand Attack +3d6 (15 Active Points); Custom Modifier (Direct Rear Only; -1), Hand-To-Hand Attack (-1/2)
7 5) Cleave: 1 extra attack on a target within a 1" Radius, OCV and DCV unmodified (11 Active Points); (only if initial target is down or out; -1/4), (PreReq: STR 13+; -1/4)
Defenses
6 1) Damage Reduction: Armor (5 PD/5 ED) (15 Active Points); Custom Modifier (only vs non magic or +1 weapons; -1), Custom Modifier (Young Adults or Older Only; -1/2) [Notes: Starts at 3/3 with young adults, +2 per age class older]
30 2) Immunity to Fire: Energy Damage Reduction, Resistant, 75% (60 Active Points); Custom Modifier (only vs specific energy type; -1)
12 3) Armor (6 PD/6 ED) (18 Active Points); Activation Roll 14- (-1/2)
15 4) Power Defense (30 points) (30 Active Points); Custom Modifier (only vs Sleep and Paralysis; -1)
10 5) Knockback Resistance -5"
Movement
4 1) Extra Ground Movement: Running +2" (8" total)
7 2) Winged Flight: Flight 15" (30 Active Points); OAF Bulky (-1 1/2), Takeoff/Landing (-1), Restrainable (-1/2), Custom Modifier (Poor Manueverability -2 Turn Mode; -1/2)
Senses
5 1) Dark Vision: Ultraviolet Perception (Sight Group)
22 2) Blind Sense: Spatial Awareness (Sight Group)
5 3) Nightvision
12 4) Keen Senses: +4 versus Range Modifier for Hearing Group and Sight Group
6 5) Keen Senses: +2 PER with all Sense Groups
Other Abilities
1 1) Alertness: +3 INT (3 Active Points); only applies to sense rolls (-2)
17 2) Life Support (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in Intense Heat)
2 3) Favored Environment: Environmental Movement (Mountains and Underground)
Spell Like Abilities
14 1) Suggestion: Mind Control 12d6 (60 Active Points); 3 Charges (-1 1/4), must be able to understand casters language (-1), RSR to Negate (-1/2), Gestures (-1/4), Incantations (-1/4) [Notes: Enchantment/Charm]
4 2) Locate Object: Detect A Large Class Of Things 16-/14- (Sight Group) (10 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Spell (-1/2), 6 Continuing Charges lasting 1 Turn each (-1/4)
Optional Abilities
Powers Cost: 274
Cost Martial Arts Maneuver
5 Flyby Attack: 1/2 Phase, +1 OCV, +0 DCV, 7d6 +v/5; FMove
4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 11d6 Crush, Must Follow Grab
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls
5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on; FMove
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
Martial Arts Cost: 22
Cost Skill
8 +2 OCV with any two categories of combat
4 +2 with one mode of Movement
3 -8) AK: Home Terrirtory (INT-based) 14-
3 Acting 13-
3 Bribery 13-
3 Bureaucratics 13-
3 Contortionist 11-
3 Navigation 14-
3 Oratory 13-
3 Persuasion 13-
3 Scholar
2 1) KS: Arcane Lore (INT-based) (3 Active Points) 14-
2 2) KS: Dragon Lore (INT-based) (3 Active Points) 14-
2 3) KS: Dragon Magic (INT-based) (3 Active Points) 14-
2 4) KS: Fire magic (INT-based) (3 Active Points) 14-
2 5) KS: History (INT-based) (3 Active Points) 14-
4 Survival (Mountain, Underground) 14-
3 Tactics 14-
3 Trading 13-
Skills Cost: 59
Cost Perk
11 Money: Filthy Rich
Perks Cost: 11
Cost Talent
6 Lightning Reflexes: +4 DEX to act first with All Actions
10 Follow-Through Attack
3 Lightsleep
Talents Cost: 19
Total Character Cost: 539
Pts. Disadvantage
20 Distinctive Features: Dragon (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
30 Hunted: Assorted Folk who hunt Dragons 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Physical Limitation: Sheer Size (Frequently, Slightly Impairing)
15 Psychological Limitation: Greed (Common, Strong)
15 Psychological Limitation: Hatred of Silver Dragons (Common, Strong)
15 Psychological Limitation: Overconfidance (Common, Strong)
20 Reputation: Dragon, 14- (Extreme)
20 Rivalry: Professional and Romantic (Other Dragons of same race; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Vulnerability: 1 1/2 x BODY Cold (Common)
10 Vulnerability: 1 1/2 x STUN Cold (Common)
Disadvantage Points: 165
Base Points: 200
Experience Required: 174
Total Experience Available: 0
Experience Unspent: 0