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MyGURPS - Savage Rifts Dragon Hatchlings

Savage Rifts Dragon Hatchlings

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This page includes house rules and official errata regarding the Dragon Hatchling, followed by an "apples to apples" comparison to help you decide which species to play.

Errata and Official Clarifications

Dragon Metamorphosis (Edge)

This Edge lets you assume the form of existing creatures only. You cannot, for example, become "a cat-sized dragon."

Dragon Teleport (Edge)

The dragon may add the Greater Teleport modifier for double effect, not the Range modifier.

Expanded Awareness

A dragon's detect arcana ability is psionic in nature. It must be paid for with ISP and uses the Psionics skill.

Forest Runner Metamorphosis

A Forest Runner can assume a single humanoid form (choose at character creation) as well as the form of any common animal (can be different each time). (This is stated in the write-up but could be clearer.)

Speak Language

This should have a * by it; it has the Range and Personal Limitations.


House Rules

Breath Weapons

Any damaging breath weapon (e.g., Flame Wind, Great Horned, or Snow Lizard) always has the same AP as the dragon's Claws. In addition, for the Flame Wind specifically, a raise does 3d6 damage per round (same as for the Burster), not 2d6.

Chameleon Scales

The -4 to Notice a Forest Runner due to their chameleon scales also applies to attacks made against the dragon. This stacks with Edges and abilities like Dodge, Nimble, etc., but does not stack with powers like Deflection or Invisibility (use the best penalty). If the dragon is attacking or otherwise making itself obvious, no Notice roll is necessary to spot it and the penalty to attack it is halved to -2.

Dragon Sharp Horns (Edge)

Unlike most additions, Dragon Sharp Horns improves base AP, before any multipliers (e.g., for Dragon Grows Huge).

Scales Beneath the Skin

Because dragons come in different varieties, at character creation you may choose to reduce your dragon-form armor by 2 levels in order to add +2 M.D.C. in human form (concealed, as "tough skin") — much like a Dragon Juicer has.


Species Comparison

With five different subspecies of dragon, it can be hard figuring out which one to play. This list tries to compare apples to apples, with simple categories for each type. Commonly shared traits are just referred to as "standard," to focus on what makes certain subspecies stand out. For "Movement," the run die is always d6 unless otherwise stated.

Flame Wind

Playing with fire.

  • Attributes: Strength d12+4, Vigor d8, an offense-focused build.
  • Movement: 6" on land, 12" in the air, a classic combo.
  • Offense: Standard claws. Breath weapon (4d6, with raise 5d6 + on fire) is impossible to just avoid and is the best in terms of pure damage-dealing.
  • Defense: Standard armor. Immunity to fire, heat, and plasma (all commonly found on weapons) is a huge advantage.
  • Magic: Standard — cannot cast spells at birth but upon adding AB (Magic) will have 20 PPE.
  • Psi: Standard — Minor Psi with 10 ISP, 3 powers, skill at d4.
  • Special Abilities: None.
  • Iconic Edge: Flaming damage field (3d6).

Forest Runner

Fast, sneaky psychics.

  • Attributes: Strength d12+3, Vigor d6, weaker than other dragons.
  • Movement: 10" (with d10 run) on land, 6" in the air, inverted from the norm; this works well for sneak attacks though.
  • Offense: Standard claws. Breath weapon (gas, roll Vigor-2 or Stunned) is potent but easily foiled by EBA or foes who don't breathe.
  • Defense: Standard armor, but Toughness a bit lower due to small size (though if this is an issue, a later advance can completely negate this drawback). No immunity, but resistant to heat and cold.
  • Magic: Standard — cannot cast spells at birth but upon adding AB (Magic) will have 20 PPE.
  • Psi: The most potent — Major Psi with 20 ISP, 5 powers, skill at d4.
  • Special Abilities: Chameleon scales let them sneak even at full dragon size while running (House Rule: ...and make them harder to hit). Can shapeshift for twice as long and can assume the form of any common animal.
  • Iconic Edge: Run even faster (12", d12 run) and Nimble.

Great Horned

Melee masters with magical potential.

  • Attributes: Strength d12+4, Vigor d8, Smarts d6, an offense-focused build with unusually high intelligence.
  • Movement: 6" on land, 12" in the air, a classic combo.
  • Offense: Standard claws but can do one run-and-horn attack per turn for an impressive +4 damage, +4 AP (but -2 to hit). Breath weapon is weak, however (3d6, raise gives 4d6 but no other effect) and can be evaded normally.
  • Defense: Gets an extra +4 Armor. No immunity, but resistant to heat and cold.
  • Magic: Highest potential — cannot cast spells at birth but upon adding AB (Magic) will have 25 PPE.
  • Psi: Potent — Major Psi with 20 ISP, 3 powers, skill at d4.
  • Special Abilities: None.
  • Iconic Edge: All melee gains +4 AP; tail lash damage upgraded.

Royal Frilled

Versatility out of the gate.

  • Attributes: Strength d12+3, Vigor d10, a defense-focused build.
  • Movement: 6" on land, 12" in the air, a classic combo.
  • Offense: Standard claws with +4 AP. Breath weapon (gas, roll Vigor or nonlethally incapacitated) is potent but easily foiled by EBA or foes who don't breathe.
  • Defense: Standard armor. No immunity, but resistant to heat and cold.
  • Magic: Standard but already trained to cast — has 20 PPE, 3 powers, skill at d4.
  • Psi: Potent — Major Psi with 20 ISP, 3 powers, skill at d4. Uniquely, one power can come from the Mind Melter list.
  • Special Abilities: Enhanced Fear checks (-2). Can shapeshift for three times as long. Must select an inherent Major Hindrance, however.
  • Iconic Edge: Master Psi and more Mind Melter powers.

Snow Lizard

Chilling breath and living snow.

  • Attributes: Strength d12+4, Vigor d8, an offense-focused build.
  • Movement: Cannot fly! 8" on land with d8 run.
  • Offense: Standard claws. Breath weapon as powerful (and hard to evade) as the Flame Wind's, but on a raise targets are slowed and vulnerable instead of on fire.
  • Defense: Standard armor. Immunity to cold, which can be potent but will not come up frequently.
  • Magic: Standard — cannot cast spells at birth but upon adding AB (Magic) will have 20 PPE.
  • Psi: Standard — Minor Psi with 10 ISP, 3 powers, skill at d4.
  • Special Abilities: Can turn into a snowstorm — a surprisingly versatile ability that combines havoc and intangibility and is only vulnerable to fire or supernatural attacks.
  • Iconic Edge: Freezing damage field (3d6 + Hinder).

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