Dracon: Difference between revisions

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Tried to clean this up, but, seriously, we need the 40K and VtM stuff expanded hugely.
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These guys are the sons of bitches that lead [[Kabalite_Trueborn|Trueborn]] into battle, they are usually allowed second pick of the outlandish weaponry used by the Kabals, but most people like to give them blasters. They usually cosplay as an [[Archon_(Warhammer_40,000)|Archon]] and are often mistaken, so usually get shot in the face. and their shitty armor will not save them. even more so than Trueborn. They are likely to get killed by an Archon for how annoying they are. [[What|heh]]


==On the Tabletop==
'''Dracon''' can refer to one of three things in a /tg/ context; a race from the [[DUngeons & Dragons]] setting of [[Spelljammer]], a [[Dark Eldar]] unit in [[Warhammer 40,000]], or a character from the lore of [[Vampire: The Masquerade]].
These guys are a sergeant upgrade to a squad of Trueborn, but only really function for the leadership and extra attack. They can't take anything much different to normal Sergeants


==D&D==
==D&D==
The dracons are dragon-centaurs that have recently appeared on the fringes of the Known Spheres. They have heavy, gray four-legged bodies with broad. flat, elephantine feet and long tails. Their torsos and arms are human. although their six-fingered hands end in claws. Their heads are reptilian, with the horns and flanges of a [[dragon]], so yah there basically they are [[Dragon Ogres]].
The dracons are a [[scalykind]] race that have recently appeared on the fringes of the Known Spheres; in appearance, they are often likened to [[dragon]] or [[lizardfolk]] versions of [[centaur]]s, and in this they are a precursor to the [[Dracotaur]]s of 3rd edition. They have heavy, gray four-legged bodies with broad, flat, elephantine feet and long tails. Their torsos and arms are human, although their six-fingered hands end in claws, with a particularly pronounced thumb-claw that they use as a natural weapon for self-defense, like an iguanadon. Their heads are reptilian, with the horns and flanges of a [[dragon]].


Dracons are herd creatures, and their lives are comprised of a series of formal rituals designed to allow them to interact with the herd with no dissension. To humans, dracon formality is seen as weak and snobbish; this is superficially supported by the dracon's willingness to flee or discuss a situation rather than fight. More than one human has been surprised, however, at how effective dracons are once the herd has made up its mind.
Dracons are herd creatures, and their lives are comprised of a series of formal rituals designed to allow them to interact with the herd with no dissension. To humans, dracon formality is seen as weak and snobbish; this is superficially supported by the dracon's willingness to flee or discuss a situation rather than fight. More than one human has been surprised, however, at how effective dracons are once the herd has made up its mind.
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Dracons use thin-bladed long swords in war. However, many dracon contests are resolved through a complex form of wrestling that doubles as an effective unarmed fighting form. Since their first contact with humans, the dracons have adopted many human weapons.
Dracons use thin-bladed long swords in war. However, many dracon contests are resolved through a complex form of wrestling that doubles as an effective unarmed fighting form. Since their first contact with humans, the dracons have adopted many human weapons.


Dracons view humans, mind flayers, elves, and dwarves as "the deformed." They are polite and interested in nondracon society but view any creature with fewer than six limbs as disadvantaged. They are not good at distinguishing between the various nondracon races, particularly [[human]]s and [[demihuman]]s, whom the dracons view as one race. Dracons hate the [[neogi]] but consider the [[beholder]]s comical.
Dracons view [[human]]s, [[Illithid|mind flayers]], [[elves]], and [[dwarves]] as "the deformed." They are polite and interested in nondracon society but view any creature with fewer than six limbs as disadvantaged. They are not good at distinguishing between the various nondracon races, particularly [[human]]s and [[demihuman]]s, whom the dracons view as one race - leading to comical misunderstandings (or outright fights) when, say, a dracon confuses an elf for a dwarf, or introduces a [[hobgoblin]] to an [[orc]]. Dracons hate the [[neogi]], but consider the [[beholder]]s comical.


Dracon families are huge, and there is good evidence that all dracons are members of one enormous kin-group. Dracons use these kinship structures to figure out which dracon should head any herd. particularly if two herds merge. and leadership is always yielded to the more senior bloodline.
Dracon families are huge, and there is good evidence that all dracons are members of one enormous kin-group. Dracons use these kinship structures to figure out which dracon should head any herd, particularly if two herds merge, and leadership is always yielded to the more senior bloodline.


The dracon homeworld is dry, with grassy plains, desert, and shallow seas. Seasonal changes keep the herds moving across the landscape. preventing the dracons from establishing any large cities of their own. The exact location of their homeworld is not known to outsiders.
The dracon homeworld is dry, with grassy plains, desert, and shallow seas. Seasonal changes keep the herds moving across the landscape, preventing the dracons from establishing any large cities of their own. The exact location of their homeworld is not known to outsiders.


Dracons may be clerics (maximum l2th level) or fighters (maximum 14th level). Dracon clerics are called shalla: they draw their spells from the spheres of Animal, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection. and Sun. They may not be multi-classed.
Dracons may be clerics (maximum l2th level) or fighters (maximum 14th level). Dracon clerics are called shalla: they draw their spells from the [[Cleric Domain|spheres]] of Animal, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, and Sun. They may not be multi-classed.


Dracons speak their own language and the languages of dragons. A few speak common, although haltingly and with thick accents. In addition, they may speak other languages at the DM's discretion. The number of languages they speak is governed by their Intelligence (see Table 4 in the Player's Handbook) or by the number of proficiency slots devoted to languages (if the optional proficiency system is used).
Dracons speak their own language and the languages of dragons. A few speak common, although haltingly and with thick accents. In addition, they may speak other languages at the DM's discretion. The number of languages they speak is governed by their Intelligence (see Table 4 in the Player's Handbook) or by the number of proficiency slots devoted to languages (if the optional proficiency system is used).


Dracons have long thumb-claws that inflict l-4 points of damage in combat. If not using a weapon, dracons can attack with both of these thumb-claws in a single round.
::Ability Score Minimum/Maximum: Strength 11/18, Dexterity 3/17, Constitution 8/18, Intelligence 8/18, Wisdom 8/18, Charisma 3/18
::Ability Score Adjustments: +1 Strength, -1 Dexterity
::Alien: Like all races in the [[Complete Book Series|Complete Spacefarer's Handbook]], a Dracon with a Charisma higher than 12 treats its Charisma as being 12 when interacting with non-Dracons.
::Racial Class & Level Limtis: [[Cleric]] 12, [[Fighter]] 14
:::Thieving Skill Adjustments: +5% Open Locks, +10% Find/Remove Traps, -5% Move Silently, -5% Hide in Shadows, -20% Climb Walls, +5% Read Languages
::Base Movement 18
::Dracons take damage as Large creatures.
::Dracons can make two 1d4 damage claw attacks in a single round, using their natural thumb-claws as defensive weapons.
::Note that the Strength score for dracons refers only to their upper-body strength, whether lifting objects, swinging weapons, bending bars, lifting gates. opening doors, or performing a military press using their arms. A dracon can body-slam a heavy or stuck door, gaining +4 to its die roll to succeed. All dracons have a carrying capacity separate from their Strength scores.
A dracon can carry up to 150 pounds of weight in properly fitted containers on its back and still move at normal speed. It can carry up to 300 pounds at two-thirds speed (12) and up to 450 pounds at one-third speed (6). A dracon can also drag a wheeled or greased-bottom load of up to l,000 pounds at one-third speed (6) with a properly fitted harness.


Dracons run faster than humanoids. Their base movement. rate is 18 (instead of the normal human base of 12). All movement and encumbrance effects are based on this higher speed.
{{D&D2e-Races}}


Because of their size and build, dracon characters take damage from weapons as "larger than mansized" targets. Dracons add 1 to their Strength scores. but their bulk makes them more clumsy than humanoids. so they subtract 1 from their Dexterity scores.
=40K==
These guys are the sons of bitches that lead [[Kabalite_Trueborn|Trueborn]] into battle, they are usually allowed second pick of the outlandish weaponry used by the Kabals, but most people like to give them blasters. They usually cosplay as an [[Archon_(Warhammer_40,000)|Archon]] and are often mistaken, so usually get shot in the face. and their shitty armor will not save them. even more so than Trueborn. They are likely to get killed by an Archon for how annoying they are. [[What|heh]]


Note that the Strength score for dracons refers only to their upper-body strength, whether lifting objects, swinging weapons, bending bars, lifting gates. opening doors, or performing a military press using their arms. A dracon can body-slam a heavy or stuck door, gaining +4 to its die roll to succeed. All dracons have a carrying capacity separate from their Strength scores. A dracon can carry up to 150 pounds of weight in properly fitted containers on its back and still move at normal speed. It can carry up to 300 pounds at two-thirds speed (12) and up to 450 pounds at one-third speed (6). A dracon can also drag a wheeled or greased-bottom load of up to l,000 pounds at one-third speed (6) with a properly fitted harness.
Mechanically, These guys are a sergeant upgrade to a squad of Trueborn, but only really function for the leadership and extra attack. They can't take anything much different to normal Sergeants


==Vampire: The Masquerade==
==Vampire: The Masquerade==
The Dracon was the second and favorite childe of the [[Tzimisce]] [[Antediluvian]], whom he subsequently gave birth to in a canon act of [[/d/|mpreg]].
The Dracon was the second and favorite childe of the [[Tzimisce]] [[Antediluvian]], whom he subsequently gave birth to in a canon act of [[/d/|mpreg]].


 
[[Category:Spelljammer]] [[Category: World of Darkness]] [[Category: Warhammer 40,000]] [[Category: Dark Eldar]]
{{D&D2e-Races}}
 
[[Category:Spelljammer]]

Revision as of 19:33, 5 December 2018

This article related to Warhammer 40,000 is a stub. You can help 1d4chan by expanding it

Dracon can refer to one of three things in a /tg/ context; a race from the DUngeons & Dragons setting of Spelljammer, a Dark Eldar unit in Warhammer 40,000, or a character from the lore of Vampire: The Masquerade.

D&D

The dracons are a scalykind race that have recently appeared on the fringes of the Known Spheres; in appearance, they are often likened to dragon or lizardfolk versions of centaurs, and in this they are a precursor to the Dracotaurs of 3rd edition. They have heavy, gray four-legged bodies with broad, flat, elephantine feet and long tails. Their torsos and arms are human, although their six-fingered hands end in claws, with a particularly pronounced thumb-claw that they use as a natural weapon for self-defense, like an iguanadon. Their heads are reptilian, with the horns and flanges of a dragon.

Dracons are herd creatures, and their lives are comprised of a series of formal rituals designed to allow them to interact with the herd with no dissension. To humans, dracon formality is seen as weak and snobbish; this is superficially supported by the dracon's willingness to flee or discuss a situation rather than fight. More than one human has been surprised, however, at how effective dracons are once the herd has made up its mind.

A lone dracon is a freak. Most dracons cannot survive outside the family unit, and become sick and confused if denied access to the leadership of the eldest of their herd for extended periods of time. A dracon left by itself will try to find another dracon family to adopt it. If this is impossible, it will attempt to form a new herd, even including nondracons in its "family."

Dracons use thin-bladed long swords in war. However, many dracon contests are resolved through a complex form of wrestling that doubles as an effective unarmed fighting form. Since their first contact with humans, the dracons have adopted many human weapons.

Dracons view humans, mind flayers, elves, and dwarves as "the deformed." They are polite and interested in nondracon society but view any creature with fewer than six limbs as disadvantaged. They are not good at distinguishing between the various nondracon races, particularly humans and demihumans, whom the dracons view as one race - leading to comical misunderstandings (or outright fights) when, say, a dracon confuses an elf for a dwarf, or introduces a hobgoblin to an orc. Dracons hate the neogi, but consider the beholders comical.

Dracon families are huge, and there is good evidence that all dracons are members of one enormous kin-group. Dracons use these kinship structures to figure out which dracon should head any herd, particularly if two herds merge, and leadership is always yielded to the more senior bloodline.

The dracon homeworld is dry, with grassy plains, desert, and shallow seas. Seasonal changes keep the herds moving across the landscape, preventing the dracons from establishing any large cities of their own. The exact location of their homeworld is not known to outsiders.

Dracons may be clerics (maximum l2th level) or fighters (maximum 14th level). Dracon clerics are called shalla: they draw their spells from the spheres of Animal, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, and Sun. They may not be multi-classed.

Dracons speak their own language and the languages of dragons. A few speak common, although haltingly and with thick accents. In addition, they may speak other languages at the DM's discretion. The number of languages they speak is governed by their Intelligence (see Table 4 in the Player's Handbook) or by the number of proficiency slots devoted to languages (if the optional proficiency system is used).

Ability Score Minimum/Maximum: Strength 11/18, Dexterity 3/17, Constitution 8/18, Intelligence 8/18, Wisdom 8/18, Charisma 3/18
Ability Score Adjustments: +1 Strength, -1 Dexterity
Alien: Like all races in the Complete Spacefarer's Handbook, a Dracon with a Charisma higher than 12 treats its Charisma as being 12 when interacting with non-Dracons.
Racial Class & Level Limtis: Cleric 12, Fighter 14
Thieving Skill Adjustments: +5% Open Locks, +10% Find/Remove Traps, -5% Move Silently, -5% Hide in Shadows, -20% Climb Walls, +5% Read Languages
Base Movement 18
Dracons take damage as Large creatures.
Dracons can make two 1d4 damage claw attacks in a single round, using their natural thumb-claws as defensive weapons.
Note that the Strength score for dracons refers only to their upper-body strength, whether lifting objects, swinging weapons, bending bars, lifting gates. opening doors, or performing a military press using their arms. A dracon can body-slam a heavy or stuck door, gaining +4 to its die roll to succeed. All dracons have a carrying capacity separate from their Strength scores.

A dracon can carry up to 150 pounds of weight in properly fitted containers on its back and still move at normal speed. It can carry up to 300 pounds at two-thirds speed (12) and up to 450 pounds at one-third speed (6). A dracon can also drag a wheeled or greased-bottom load of up to l,000 pounds at one-third speed (6) with a properly fitted harness.

Dungeons & Dragons 2nd Edition Races
Core DwarfElfGnomeHalf-ElfHalf-OrcHalflingHuman
Dark Sun AarakocraHalf-GiantMulPterranThri-kreen
Dragonlance DraconianIrdaKenderMinotaur
Mystara AraneaEe'arEndukLizardfolk (CaymaGurrashShazak) • LupinManscorpionPhanatonRakastaTortleWallara
Oriental Adventures KorobokuruHengeyokaiSpirit Folk
Planescape AasimarBariaurGenasiGithyankiGithzeraiModronTiefling
Spelljammer DraconGiffGrommamHadozeeHurwaetiRastipedeScroXixchil
Ravenloft: Broken OneFlesh GolemHalf-VistaniTherianthrope
Complete Book Series AlaghiBeastmanBugbearBullywugCentaurDuergarFremlinFirbolgFlindGnollGoblinHalf-OgreHobgoblinKoboldMongrelfolkOgreOgre MageOrcPixieSatyrSaurialSvirfneblinSwanmayVoadkynWemic
Dragon Magazine Half-DryadHalf-SatyrUldraXvart

40K=

These guys are the sons of bitches that lead Trueborn into battle, they are usually allowed second pick of the outlandish weaponry used by the Kabals, but most people like to give them blasters. They usually cosplay as an Archon and are often mistaken, so usually get shot in the face. and their shitty armor will not save them. even more so than Trueborn. They are likely to get killed by an Archon for how annoying they are. heh

Mechanically, These guys are a sergeant upgrade to a squad of Trueborn, but only really function for the leadership and extra attack. They can't take anything much different to normal Sergeants

Vampire: The Masquerade

The Dracon was the second and favorite childe of the Tzimisce Antediluvian, whom he subsequently gave birth to in a canon act of mpreg.