(ED1) Earthdawn ” Swords and Armors are to be delivered to the villagers of Ulog.” (ED1) Barsaive Campaign Set, An Explorers’s Guilde p. 59. Luc Nagol, Drake, Ulog and Jud-alam Village, Dragon Mountains, Barsaive Province, (ED1) Barsaive Compaign Set, Game Master’s Book p. 58, 59, (ED1) Dragons PDF p. 129, Weaponsmith Circle 6 (ED1) Earthdawn Rulebook p. 88. Naming day: If it’s a dragon that recently made this drake, or if it is infact the drake from legend, if the latter that would make it a really old one. Background: Weaponsmith Lu Nagol, who was a drake, taught the villagers of Ulog near the Dragon Mountans to defend themselfs against the invading ork scorchers, then amazed them by turning into his dragon form and flying away (ED1) Barsaive Campaign Set, Game Master’s Book p. 58, 59. Character traits: Astute, protective and resourceful (Surface). Militant and spontaneous (Hidden). Attributes DEX: 12 STR: 15 TOU: 12 PER: 15 WIL: 17 CHA: 16 Initiative: 15 (+1) [16] Physical Defence: 16 (15)* Num.Attack: 3 (+1*) Spell Defence: 18 (+1) [19] Attack: 15 Social Defence: 17 (+1) [18] Damage: 12 [31]* Armor: 15 (Rating of Armor*) Bite 18, Claw (x2) 19 Mystic Armor: 9 (+Rating of Armor*) Weapon: (by type*) Knockdown: 20 (15*) Num.spells: 2 Rec.Test.Pr.Day: 4 Spellcasting: 16 Effect: See below Death Rating: 53 (+36-6)= [83] Combat Movment: 120 Wound Threshold: 14 Full Movment: 240 Unconsciousness Rating: 44 (+30-6)= [68] Karma Points: 20 Karma Step: 8 Half-magic: - Weaponsmiths can make Half-Magic Test when forging, repairing or caring for weapons and armor. They may also make Half-Magic Test to recognize different types of weapons used by different races. – Weaponsmiths in training begin by making small weapons such as knifes and daggers, eventualy graduating to full-sized weapons such as broadswords. They learn the skills used in creating weapons and armor as part of there training, though these skills are not the same as Forge Blade or Forge Armor talents. When creating weapons and armor using these more general skills, the weaponsmith makes a Perceptian-based Half-Magic Test. He may not spend Karma on this test. (ED1) Adapts Way p. 138 . - Create Armor and Weapon thread items at Circle 5 (ED1) Magic A manual p. 52. Create Orichalcum Circle 7 and Circle 12, Metal Reading (ED1) Magic A Manual p. 57, 58, 102. Powers : Armored Scales, Astral Sight 10, Dispel Magic 12, Disrupt Fate 5, Dragon Breath 12 (Knacks: Flame Spout) , Dragonspeech, Fear 15, Karma Points, Regeneration 8, Spells (see below), Suppress Magic 3. Skills Artisan/ Craftsman (Armor and Weapon) (6) PER 16/ [21] Artisan/ Runic Carving (Armor and Weapon) (6) PER 16/ [21] Knowledge/ Barsaive Military History (6) PER 15/ [21] Knowledge/ Legends and Heroes (6) PER 15/ [21] Knowledge/ Legendary Weapons and Armors (6) PER 15/ [21] Talents (Circle 1) Avoid Blow (6) DEX 12/ [18] , Forge Blade (6) PER 15/ [21] (Knacks: Forge Arrow, Whittle Weapons) , Karma Ritual (6) –, Melee Weapons (6) DEX 12/ [18] , Steel Tought (6) WIL 17/ [23] , Weapon History (6) PER 15/ [21] . (Circle 2) Durability 6/5 (6) -, Haggel (6) CHA 16/ [21] (Circle 3) Read and Write Language (6) PER 15/ [21] , Abate Course (6) PER 15/ [21] , Detect Weapon (6) PER 15/ [21] . (Circle 4) Evaluate Weapon: The Weaponsmith makes a Forge Blade Test against the Spell Defense of the weapon. A successful test reveals the approximate worth of the weapon and how well it is made. Speak Language (6) PER 15/ [21] , Thread Weaving (Thread Smithing) (6) PER 15 / [21] (Knacks: Branding Threads, Talent Linking, Thread Masking, Thread Sight). (Circle 5) Social Defense: Increase the Weaponsmith’s Social Defense by 1. Temper Self (6) WIL 17/ [23] , Warp Missile (6) PER 15/ [21] . (Circle 6) Spell Defense: Increase the Weaponsmith’s Spell Defense by 1. Conceal Weapon (6) PER 15/ [21] , Spot Armor Flaw (6) PER 15/ [21] . (Circle 6) Talent (Knacks) (ED1) Magic A Manual p. 28, 29, 30. (ED1) Arcane Mysteries p. 57, 63. When at (Circle 7) Karma: The Weaponsmith may spend Karma Point on any action using Dexterety only. Disarm (7) DEX 12/ [19] , Temper Other (7) WIL 17/ [24] . (Knacks) Sence Curse, Unraveling (ED1) Magic Manual p. 23, 31. (Knacks) Faulty Bowyer, Faulty Goods, Here`s The Deal, Smooth Armor (ED1) Arcane Mysteries of Barsaive p. 56, 58, 62. Legend Points: 3,200 Equipment Adventurer’s kit w/tent (Cost: 40 silver), Broadsword 5 steps.dam (Cost: 25 silver), 2x Daggers 2 steps.dam (Cost: 2x8 cp = 1 silver, 6 cp), Dragon Mail (ED1) Arcane Mysteries p. 79 (Value: unknown), Fire Starter (ED1) Earthdawn Companion p. 70, 71, 73 (Cost: 100 silver), Forge tools (Cost: 100 silver), Heartblade ( ED1) Adapts Way p. 139 (Value: unknown), Hand axe 4 steps.dam (Cost: 12 silver), Knife 1 steps.dam (Cost: 3 cp), Padded leather armor 4 Armor Rating (Cost: 20 silver), Upandal´s Blessings (ED1) Arcane Mysteries p. 67 (Cost: 275 silver), 1 week worth of trail rations (Cost: 10 silver), Traveler’s garb (Cost: 8 silver), 1 Copper piece, 3 Silver pieces left. Heartblade Broadsword 5 Damage = [16] (+5 step +6 step Forge weapon talent), (+1 Step) Forge Weapon talent Core Item, 6 points of permanent blood damage (ED1) Adapts Way p. 139. Dragon Mail Thread Rank: 6, Armor Rating: [10] , Mystic Rating: [4 (+10 Vs. dragons and drakes)], [+1] Initiative rating (ED1) Arcane Mysteries p. 79 . (Varies in Name-giver form) Loot: Scales and blood worth D6 x 5 silver pieces. Also counts as treasure worth Legend Points. * Statistics in parentheses apply when in Name-giver form. Commentary Legends tell us of the existence of drakes, and legends from the basis of facts in the province of Barsaive. No one has reported encountering drakes in post-Scourge Barsaive, but we assume that since the dragons survived, the drakes did too. Nonetheless, all the information presented here is based on legends. Drakes are small, five- to seven-foot long dragons, the smallest of dragonkind. There tails make up half the length of there bodies. Legends mostly speak of these creatures in there shape-change form as one of the Name-giver races. All the Name-giver races have stories of one of there own turning into a drake, though t´skrangs legends aboute drakes claim the dragons desperatly want to become t´skrang. All legends place drakes near or in the Dragon Mountens. In their Name-giver form, drakes talk and act just like the race they represent and sometimes possess various skills and magical abilities. Some, like the weaponsmith Luc Nagol, who was a drake, taught the villagers of Ulog near the Dragon Mountains to defend themselves against the invading ork scorchers, then amazed them by turning into his dragon form and flying away. Drakes are believed to possess spell ability as great as that of dragons and share many of the dragons special powers (see p. 291, ED , for more information on dragon powers and magical abilities). Though no record exist of a drake figthing in its dragon form, we assume that that they use the claw-and-bite attack of all other dragons. In Name-giver form, they fight using only the weapons and spells available to them in that form. Drakes in Name-giver form can use limited dragon powers, including Astral Sight, Dispel Magic, Regeneration, and Suppress Magic, and can cast spells in both dragon and Name-giver form. Drakes can be multi-Discipline in Name-giver form, but cannot use the talents of a Discipline while in dragon form. Based on the small sampling of known drakes from legends, we calculate that 80 percent of drakes are spellcasters, choosing the Discipline of illusionist (30 percent), elementalist (30 percent), wizard (20 percent), or any combination of the three (20 percent). Most drakes have mastered the spells and matrices of their Disciplines up to Circle 6. (ED1) Barsaive Box set, GM Book p. 58, 59. (Royal Library of Throal, Barsaivian lore.) Drakes are described on (ED1) Dragons PDF, p. 46, 47 of Concerning the Diverse Types of Dragons. Drakes are magical constructs created by dragons, primary great dragons, as there servants. Although there are both male and female drakes, they are not capable of reproduction on their own. Each drake represents the investment of considerable time, effort and magical power, so dragons do not use them casually. Drakes have two forms. Their ’natural’ form is that of a miniature dragon about five to seven feet long from head to tail. They can also assume the forms of the different Name-giver races. Drakes cannot assume windling or obsidiman formes because duplicating the special magical natures of those Name-givers would be too difficult. It requires one of the drake’s Spell Actions to swich between forms. In Name-giver form, drakes can follow Disciplines and learn talents and skills just like other name-givers. Most drakes are adapts, and most of them follow one or more of the magician Disciplines. Some drakes follow the Disciplines of beastmaster, scout, swordmaster, thief or warrior. A typical will be at least Sixth Circle in its chosen Discipline. The drakes talents and Discipline abilities functions only while it is in Name-giver form, although magician drakes ca still cast spells in dragon form. In addition to their Discipline abilities, drakes share many of the powers of their dragon masters, some of which can be used in either form. In Name-giver form drakes can use only Astral Sight, Dispel Magic, Regeneration and Suppress Magic. In addition, while in Name-giver form they have the abilities listed in parentheses above. When a drake swiches forms, all of the clothing and equipment from their Name-giver form vanishes into an astral pocket similar to the nethermancer talent of the same name (see p. 24, Earthdawn Companion). The equipment returns when the drake returns to Name-giver form. While working as envoys and agents of their dragon masters, drakes prefer to remain in Name-giver form so as not to give away their true nature. They assume their dragon form only when circumstances require it. A drake in Name-giver form can be detected by someone who examines the drake’s pattern in astral space. Detecting a drake’s true nature requires an Excellent success on an Astral Sight Test against the drake’s Spell Defense. A failure on this test results in the viewer seeing an astral form of the drake’s Name-giver form. (ED1) Dragons PDF, p. 129. (The Eternal Library, The Theran Empire lore.)