Western Dragon
This is a Dungeon Fantasy oriented template for a classic 6-limbed dragon, that modifies the otherwise perfectly suitable 4Ed templates found in GURPS Dragons. The younger dragons are even suitable as player characters.
Design Notes: Im not a big fan of Costs FP on Dragon breath, but some GMs may insist. Given that it is already mana-dependent, the breath weapons presented here are no worse than a Jet spell known at skill 15 or 20 for those size of dragon that could be played out of the gate as a PC, so munchkins should at least attempt that argument with their long suffering GMs. Unaging is swapped out for Magery 1 in the basic Western Dragon template, and Ive added the usual slew of DF appropriate monster disads to the template as well. Given someone crazy enough to do so (or appropriate skills on the dragons own part!), a dragon could wear barding on everything but its wings. GMs should simply smile and nod and say "thats fine" while they put together a Monstrous Dragon wearing lightened Dwarven Plate... Dragon armor is not interchangeable with Horse armor, however. A Dragon helmet COULD be worn by a DF 3 Dragon-blooded of the same SM (and vice-versa).
Basic Western Dragon Racial Template: Per +2 [10]; Wings - Flight (Winged -25%; Temp Disad: No Strikers -6%) [28]; 2x Strikers (Crushing; Long +100%; Cannot Parry -40%; Weak -50%; Limb -20%; Damaged on Parry by Weapon -30%) [6]; High Pain Threshold [10]; Immunity to Disease [10]; Magery 1 [15]; Night Vision 9 [9]; Tail - Striker (Crushing. Cannot Parry -40%; Clumsy -20%; Damaged on Parry by Weapon -30%; Limited Arc - Rear -40%; Long +100%; Weak -50%) [1]; Temperature Tolerance 6 (+2xHT at bottom, +4x HT at top of range) [6]; Quadruped [-35]; Social Stigma (Monster) [-15]; Dependency (Mana, Very Common; Constantly) [-25]. 20 points
Born Biter: As described in in Martial Arts. Increases effective SM for biting purposes by 1 per level, and makes the face easier to hit by +1 per level. Also makes face armor heavier/costlier, this is already factored in below.
Dragon Breath: The basic form is of a cone, reaching out from the dragons mouth as long as the dragon itself, and at its end as wide as the dragon. Alternates to Fire are available here.
Long Necks: This is a leveled Feature, like Born Biter. It adds +1 reach to your Bite, but makes your neck easier to hit by +1 as well, per level. This is a feature because the drawback of having an easier to hit neck is far more severe than an easier to hit arm. Increase the cost and weight of neck armor by the level of this advantage, plus one, squared. Basic Set Horse Head/Neck armor is 50% weight for the Head and 50% weight for the Neck, only multiply the part for the Neck by this traits multiplier.
Scales like ten-fold shields: DF 1 actually gives us Dragon Leather, which starts at DR 3 and goes up to DR 9. Presumably, DR 3 is for an adolescent dragon, big enough to be skinned and have its hide turned into armor.
Dragon Armor: Dragon's are Horizontal, and thus have Front, Left, Right, Rear, Top, and Underside Torso/Abdomen, 4x Leg/Feet, 2x Wing, Tail, Neck and Head locations to armor. Basic Set gives some choices for Horse Barding, and the multipliers below will suit for that. If using Low Tech, Dragons are armored at the following percentages (of human torso armor), but multiply all numbers by the Armor multiplier in the description for that size Dragon. Chanfron (Head): 50% (consisting of Face at 30% and Skull at 20%), Crinet (Neck): 50% (multiply appropriately for dragon size/long neck), Peytral (Front Torso only): 100%, Flanchard (Left AND right side torso, with hole for wings): 100%, Crupper (Rear torso, but not legs): 100%, Caparison (Top Torso): 100%, Leg armor (PER leg): 50%, Feet: 5% (PER foot): Tail: 100%. Wings can only be armored with Fine armor (+9 CF) for fit, and with a material that could be layered under other armor without DX penalty (such as Giant Spider Silk cloth armor, for +108 CF over cloth armor): 1000% (500% per wing). Underside Torso armor must be Flexible or come from the list of Abdomen armor types, and covers the groin: 100%.
For example: A hatchling dragon using Basic Set armor would buy armor off the table on Basic p. 286 for half cost and weight, except the Head/Neck armor, which would cost and weigh 1.5x. If using Low Tech, the Hatchling would buy a Chanfron (head and face armor) at 25% the cost and weight of a humans torso armor of the same type, and would buy a Crinet (neck armor) at 100% of equivalent human torso armor.
Note for Armor Enchantments: Armor Enchantment spells are for a full suit of human armor. For a piece of Dragon armor, cost in energy, is the above percentage (adjusted for the size of dragon), halved, per piece. Deflect must be applied to a full suit (including wings!), not to a piece. Basic Set Horse armor pays 15% energy cost for Face Masks, 35% for Head/Neck armor, 50% for Partial Barding, 250% for Full Barding, and 100% for Leg Armor.
Gem Encrusted: Some tales have dragons who have lain on their massive horde of gems for so long, gems have embedded themselves into its underside. This acts as gem quality jade stone heavy scale armor. This provides DR +5 (Torso Underside only), weighs 40 lbs x Armor multiplier, and is worth $11,000 x Armor multiplier and way way up. This fantastic collection of rubies, diamonds, and emeralds is not considered Semi-Ablative. It cannot be removed easily, and so always counts against Encumbrance, and counts as normal worn armor (and thus has chinks). It would also be worth a +3 or more reaction bonus (use the rules for Ornate, with a base cost of $1,100 x Armor multiplier) to folks in a position to react in anything other than terror. The dragon is also wearing a kings ransom in gems that can only easily be removed by skinning him... Dragon PC's should think on this carefully. Hatchlings are too young to have lain on gems long enough, and lack the delicate underside that develops with age, and so cannot have this type of armor.
Hatchling/Man-sized Western Dragon 62 points
Probably the most appropriate type of dragon to join a group of delvers. Hatchlings could see partnering up as a way to rapidly increase their horde size while sharing the risk out amongst more target... err, companions. Non-mage Hatchlings should consider using 3 quirk points to pick up Apportation, Locksmith, and Manipulate.
Choice Professions: Holy Warrior, Knight (none would CALL themselves that), Martial Artist, Mystic Knight, Scholar, Shaman, Wizard.
Marginal Professions: Barbarian (consider a bigger dragon instead), Bard, Ninja, Scout, Swashbuckler.
Interesting Options: Elemental Infused/Celestial/Diabolic combined with Brute, Apprentice Wizard, Sage, or Skirmisher Monk.
Attribute Modifiers: ST+3 (NFM -40%) [18]; DX -1 [-20]; HT+3 [30]
Secondary Characteristic Modifiers: Basic Move -1 [-5]; Per +2 [0]*.
Advantages: Fire Breath 1d [6]; DR 1 [5]; DR 1 (Flexible -20%) [4]; Nictitating Membrane 2 [2]; Sharp Claws [5]; Sharp Teeth [1]; Western Dragon [20].
Disadvantages: Reduced Air Move 2 [-4].
Features: SM+0, 2 hexes (2 long x1 wide x 1 tall); weight 175 lbs. Born Biter 3, Long Neck 1. Armor costs and weighs 1/2 that of normal horse barding, except for neck armor, which is 2x horse armor; Basic Set Head/Neck barding is 1.5x cost/weight. Bite as a SM+3 creature, at Reach C-1. Claw, Kick at Reach C-1. Wing Buffet, Tail slap at Reach C-1.
Young/Very Small Western Dragon 125 points
This size dragon operates at about the same level as the Barbarian, as far as ease of getting around the dungeon is concerned. Invest in some Escape Artist to help squeeze through tighter spaces.
Choice Professions: Knight, Mystic Knight, Apprentice Wizard, Brute, Cutpurse, Sage, or Skirmisher Monk.
Marginal Professions: Barbarian (pick Brute), Bard, Ninja, Scout, Swashbuckler.
Attribute Modifiers: ST+6 (NFM -40%; SM -10%) [30]; IQ+1 [20]; HT+3 [30].
Secondary Characteristic Modifiers: Basic Move -1 [-5]; Per +2 [0]*
Advantages: Fire Breath 2d [12]; DR 2 (not on Underside Torso -20%) [8]; DR 1 (Flexible -20%) [4]; Nictitating Membrane 2 [2]; Sharp Claws [5]; Sharp Teeth [1]; Western Dragon [20].
Disadvantages: Reduced Air Move 1 [-2].
Features: SM +1, 3 hexes (3 long x 1 wide x 2 tall); Weight 500lbs. Born Biter 3, Long Neck 1. Armor costs and weighs the same as normal horse barding, except neck armor, which is 4x horse armor; Basic Set Head/Neck barding is 2.5x cost/weight. Bite as a SM+4 creature, at Reach C-2. Claw, Kick at Reach C-1, Wing Buffet, Tail slap at Reach C-2.
Adolescent/Small Western Dragon 176 points
This is likely the largest sized dragon that could reasonably make a go of delving. Investment in spells such as shapechange or shrink/shrink object, or high levels of Escape Artist, will be essential to getting through tight spots (and getting into town!).
Choice Professions: Apprentice Wizard, Brute, Cutpurse, Sage, or Skirmisher Monk. Guard + a Knight level up template.
Marginal Professions: Barbarian, Bard, Ninja, Scout, Swashbuckler.
Attribute Modifiers: ST+10 (NFM -40%; Size -20%) [40]; DX+1 (NFM -40%) [12]; IQ+1 [20]; HT+4 [40].
Secondary Characteristic Modifiers: Basic Move -1 [-5]; Per +2 [0]*.
Advantages: Fire Breath 3d [18]; DR 3 (not on Underside Torso -20%) [12]; DR 2 (Flexible -20%) [8]; Nictitating Membrane 2 [2]; Sharp Claws [5]; Sharp Teeth [1]; Tail - remove Weak -50% [3]; Western Dragon [20].
Features: SM+2, 3 hexes (3 long x 2 wide x 2 tall); Weight 1000lbs. Born Biter 3, Long Neck 1. Armor costs and weighs 3x the final cost/weight for normal horse barding, except for neck armor, which is 12x horse armor; Basic Set Head/Neck barding is 7.5x cost/weight. Bite as a SM+5 creature, at Reach C-3. Claw, Kick at Reach C-2, Wing Buffet, Tail slap at Reach C-3.
Young Adult/Medium-Sized Western Dragon 246 points
Too big for normal Dungeon Fantasy games, this also marks the first dragon big enough to be a threat to DF heroes. ST is scaled to more appropriately reflect size, as there is no need to coddle munchkins (for example, look at the Giant Ape in DFM1).
Attribute Modifiers: ST+20 (NFM -40%, Size -40%) [40]; DX+2 (NFM -40%) [24]; IQ+2 [40]; HT+5 [50].
Secondary Characteristic Modifiers: Per +2 [0]*.
Advantages: Fire Breath 5d [37]; DR 4 (not on Underside Torso -20%) [16]; DR 2 (Flexible -20%) [8]; Nictitating Membrane 2 [2]; Sharp Claws [5]; Sharp Teeth [1]; Tail - remove Weak -50% [3]; Western Dragon [20].
Features: SM+4, 13 hexes (5 long x 3 wide x 3 tall); Weight 4,000 lbs. Born Biter 3. Long Neck 2. Armor costs and weighs 9x normal horse barding, except neck armor which is 36x; Basic Set Head/Neck barding is 22.5x cost/weight. Bite as a SM+7 creature, at Reach C-6, Claw, Kick at Reach C-4, Wing Buffet, Tail Slap at Reach C-5.
Adult/Large Western Dragon 333 points
A proper solo threat. Add magic, levels of Extra Attack (as high as 3 or 4 levels), and skills to taste.
Attribute Modifiers: ST +30 (NFM -40%, Size -50%) [60]; DX +3 (NFM -40%) [36]; IQ +3 [60]; HT +5 [50]
Secondary Characteristic Modifiers: Basic Move +2 [10]; Per +2 [0]*.
Advantages: Fire Breath 6d [44]; DR 5 (not on Underside Torso -20%) [20]; DR 2 (Flexible -20%) [8]; Enhanced Move 1/2 (Flight) [10]; Nictitating Membrane 2 [2]; Talons [8]; Fangs [2]; Tail - remove Weak -50% [3]; Western Dragon [20].
Features: SM+5, 19 hexes (7 long x 3 wide x 4 tall); Weight 8,000 lbs. Born Biter 3, Long Neck 3. Armor costs and weighs 16x normal horse barding, except for neck armor, which is 256x horse armor; Basic Set Head/Neck barding is 136x cost/weight. Bites as a SM+8 creature at Reach C-8, Claw, Kick at Reach C-5, Wing Buffet, Tail Slap at Reach C-6
Old Adult/Very Large Western Dragon 464 points
Stiff competition even for experienced delvers.
Attribute Modifiers: ST +40 (NFM -40%, Size -60%) [80]; DX +4 (NFM -40%) [48]; IQ +4 [80]; HT +5 [50].
Secondary Characteristic Modifiers: Basic Move +5 [25]; Per +2 [0]*.
Advantages: Fire Breath 7d [55]; DR 3 (Flexible -20%) [12]; Enhanced Move 1 (Flight) [20]; Nictitating Membrane 2 [2]; Talons [8]; Fangs [2];Tail - remove Weak -50% [3]; Western Dragon [20].
Features: SM+6, 36 hexes (10 long x 4 wide x 4 tall); Weight 16,000 lbs. Born Biter 3. Long Neck 4. Armor costs and weighs 25x normal horse barding, except neck armor, which is 400x; Basic Set Head/Neck barding is 212.5x cost/weight. Bites as a SM+9 creature at Reach C-10, Claws, Kicks at Reach C-6, Wing Buffet, Tail Slap at C-7.
Monstrous Western Dragon 569 points
Smaug would be about this big. Epic adventurers only need apply.
Attribute Modifiers: ST +55 (NFM -40%, Size -80%) [110]; DX +5 (NFM -40%) [60]; IQ +5 [100]; HT +5 [50].
Secondary Characteristic Modifiers: Basic Move +15 [75]; Per +2 [0]*.
Advantages: Fire Breath 9d [79]; DR 4 (Flexible -20%) [16]; Enhanced Move 1 (Flight) [20]; Nictitating Membrane 2 [2]; Talons [8]; Fangs [2]; Tail - remove Weak -50% [3]; Western Dragon [20].
Features: SM+8, 94 hexes (20 long x 5 wide x 4 tall); Weight 35,000 lbs. Born Biter 3. Long Neck 5. Armor costs and weighs 42x normal horse barding, except neck armor, which is 1050x; Basic Set Head/Neck barding is 546x cost/weight. Bite as a SM+11 creature at Reach C-13, Claw, Kick at Reach C-8, Wing Buffet, Tail Slap at Reach C-9.
Dragon Power Ups
May buy off No Fine Manipulators, first replacing it with Bad Grip 2 [varies, due to the discount on ST and DX], then Bad Grip 1 [+5], and finally buying off Bad Grip [+5]. Enhanced Move +1/2 (Air) [10], Enhanced Move +1 (Air) [+10] are available at all ages. Enhanced Move +1/2 (Ground) [10] also available. Discriminatory Hearing [15] and Discriminatory Smell [15]. May improve their Tail: buying off Weak [+2], Clumsy [+1], adding an additional level of Long [+5], followed by upgrading to Impaling [+7]. May purchase Peripheral Vision [15]. May purchase Imbue (Magical -10%) 1, 2, or 3 [9, 18, or 36]. May increase Magery to 6. With Imbue 1 or higher, may purchase additional Breath Weapons as alternate attacks. Dragons have access to a power up similar to Inner Light (DF 11, p. 41) that they call Inner Fire.