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.
The errata and house rules have been revised per the 2nd Printing (early 2025) of the Tomorrow Legion Player's Guide.
House Rules and Official Clarifications
Chameleon Scales
The Forest Runner's chameleon scales also make it harder to hit in a fight. It has Nimble. The Dragon Celerity Edge grants Uncanny Reflexes instead of Nimble. (Expect this to become official errata once the TLFM is reprinted.)
Dragon Sharp Horns (Edge)
Unlike most additions, Dragon Sharp Horns improves base AP, before any multipliers (e.g., for Dragon Grows Huge).
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 official; it is stated in the write-up but could be clearer.)
Great Horned Armor
In dragon form, the Great Horned has +18 Armor and +4 Toughness. (Expect this to become official errata once the TLFM is reprinted.)
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 six 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.
Chiang-Ku
An atypical option (from Europa).
- Attributes: Strength d12+2, Vigor d6, the weakest dragon.
- Movement: 6" on land, cannot fly!
- Offense: Standard claws. No breath weapon! Can summon a powerful flaming sword which does more damage than starting claws (though unlike claws it cannot be improved further).
- Defense: Magic tattoos give slightly better Toughness as a dragon, and far better Toughness in humanoid form. No immunity, but resistant to heat and cold.
- Magic: Starts with 7 magic tattoos (mainly weapons) and learns a new one every Rank for free. Cannot cast spells at birth but like all dragons can add AB (Magic), which also grants +10 PPE.
- Psi: Standard — Minor Psi with 10 ISP, 4 powers, skill at d4 — but uniquely starts with intangibility (mist form).
- Special Abilities: Can shapeshift indefinitely and use tattoos in all forms. Grants allies access to the New Ink Edge (to add magic tattoos). Unusually well socialized (no Persuasion penalty, starts with a societal Edge).
- Iconic Edge: Shapeshifting can even impersonate people.
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 common attacks) is a major advantage.
- Magic: Standard — cannot cast spells at birth but upon adding AB (Magic) will have 20 PPE.
- Psi: Standard — Minor Psi with 10 ISP, 4 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 (tear 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, 6 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: Runs even faster (12", d12 run) and is harder to hit.
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, 4 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 (paralyzing 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 with the most potential — Major Psi with 20 ISP, 4 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, 4 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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