Val Char Cost Roll Notes 25 STR 15 14- Lift 800 kg; 5d6 HTH [2] 11 DEX 3 11- OCV: 4/DCV: 2 20 CON 20 13- 13 BODY 6 12- 13 INT 3 12- PER Roll: 14- 15 EGO 10 12- ECV: 5 25 PRE 15 14- PRE Attack: 5d6 6 COM -2 10- 8 PD 3 Total: 20 PD (12 rPD) 8 ED 4 Total: 20 ED (12 rED) 4 SPD 19 Phases: 3, 6, 9, 12 10 REC 2 60 END 10 50 STUN 14 Total Characteristic Cost: 165 Movement: Running: 3”/6”/12” Flight: 13”/25”/50” Leaping: 6”/11”/22” Cost Powers & Skills 66 Fire Lizard: Multipower, 100-point reserve, No Range (-½) 6u Fire Breathing: EB 10d6, Area Of Effect (10” Cone, +1); Only Once per Turn (-½), No Knockback (-¼), END 10 5u Claws: RKA 3d6+1 (2x 1½d6), Reduced Endurance (½ END, +¼); Reduced Penetration (-¼) plus +5 OCV with Claws, END 4 3u Bite: RKA 2d6, Armor Piercing (+½), Reduced Endurance (0 END, +½); No Knockback (-¼) 4u Tail Slap: EB 4d6, 2x Knockback (+¾), Area Of Effect (2” Line, +1), END 5 4 Reach: Stretching 1”, Reduced Endurance (0 END, +½); Always Direct (-¼), No Noncombat Stretch (-¼), No Velocity Damage (-¼) 45 Scales: Armor (12 PD/12 ED), Hardened (+¼) 60 Hit Dice: 50% Damage Reduction, Physical and Energy, Resistant 30 Immune to Fire: Armor (40 ED); Only versus Fire (-1) 5 Immune to Sleep: Life Support (never sleeps) 10 Immune to Paralysis: Mental Defense 10 plus Power Defense 10; Only versus Paralysis (-1) 42 Wings: Flight 25”, Reduced Endurance (½ END, +¼); Restrainable (-½), END 3 4 Heavy: Knockback Resistance -2” 6 Jump: Leaping +6” (11” Total), END 3 3 Longevity: Lifespan 800 years 5 Darkvision: Nightvision 5 Tail: Extra Limb Feats 6 Alertness: +2 PER 15 Blindfight: Combat Sense 15- 3 Cleave: +2 versus Sweep Penalties; Must Stun First Target to Attack Second (-½) 6 Improved Initiative: Lightning Reflexes +4 with All Actions 4 Weapon (Bite) Focus: Maneuver (+3 OCV, +0 DCV, Strike) 3 Wingover: +1 Level with Flight Spells 26 Prepared Spells: Multipower, 45-point reserve; Variable Limitation (Requires a Skill Roll or Not when in Melee, -¼), Variable Limitation (-1 from: Charges, Focus, Gestures, or Incantations, -½), [5] 1u Detect Magic (0): Detect (See) Magic, Sense, Discriminatory; Gestures (-¼), Incantations (-¼), 1 Charge lasting 5 Minutes (-¾), [1cc] 1u Mage Hand (0): Telekinesis (0 STR), Fine Manipulation 12-, Area Of Effect (One Hex Accurate, +½); Gestures (-¼), Incantations (-¼), Concentration (½ DCV throughout, -½), 1 Charge lasting 1 Minute (-¾), [1cc] 1u Read Magic (0): Universal Translator; Only for Reading Magic (-1), Gestures (-¼), Incantations (-¼), OAF (-1), 1 Charge lasting 1 Hour (-¼), [1cc] 1u Identify (1): Detect Magical Property, Discriminatory, Analyze; Gestures (-¼), Incantations (-¼), OAF (-1), Extra Time (6 Hours, -3½), 1 Charge (-2), [1] 1u Shield (1): Force Wall (0 PD/8 ED), Invisible to Sight (+½), Transparent to Physical Attacks (+½), Personal Immunity (+¼); No Range (-½), Limited Arc (60o, -½), Gestures (-¼), Incantations (-¼), 1 Charge lasting 5 Minutes (-½), [1cc] Skills 5 Attack Bonus: +1 with Hand-to-Hand Combat 3 Oratory 14- 3 Persuasion 14- 3 Language: Common (Draconic is native) Total Powers & Skill Cost: 385 Total Cost: 550 450+ Disadvantages 10 Distinctive Feature: Evil (Not Concealable, Detectable by Unusual Senses) 15 Distinctive Feature: Large Dragon (Not Concealable) 10 Enraged: takes BODY (Uncommon), go 11-, recover 14- 5 Physical Limitation: Large (Infrequently, Slightly) 5 Physical Limitation: No Fine Manipulation (Infrequently, Slightly) 25 Psychological Limitation: Chaotic Evil (Very Common, Total) 10 Bad Karma: Unluck 2d6 20 Vulnerability: 2x STUN and BODY from Cold-Based Attacks (Uncommon) Total Disadvantage Points: 550
Dragon is a Young Red Dragon and can cast second-level arcane spells. He can fly, breathe fire, claw, and bite.
Personality/Motivation: Dragon is chaotic evil, and as such, cares only for himself. His first target will be those that he considers threats – spellcasters and magical creatures. After that, he’ll target whoever has the most “stuff” that he can take from their smoking corpse.
Powers/Tactics: Dragon will normally take flight and attack from the air, with a combination of fire-breathing and fly-by claws and bites.
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