Dragon Hatchling (Flame Wind)
Portrait of Seraphina
Portrayed by Poppy Drayton
Name: Seraphina
Aliases: Sera
Race: Flame Wind Dragon
Birthplace: Splugorth Slave Barge
Occupation: Adorable Baby


The dragon that would come to be known as Seraphina does not remember much of the years in her egg save the knowledge passed on to her from her mother's bond, and the weeks leading up to her hatching. When her egg was unearthed by the Splugorth, she stirred at long last, and began sensing those around her. Her egg, or perhaps her sensory deprivation, allowed her an enhancement in her telepathic powers, and she learned much of the outside world as they transported her egg away from the fiery world on which she was conceived. The minds she touched were curious things, angry and fearful ones. And then there were the cold ones, the ones she later learned were the Altara. She was not inspired to interact with any of these minds, however, save one. One Altara's mind, Aurell, was different from the others, and this difference drew the dragon's thoughts to her again and again, until she finally made contact.

Seraphina in her true form

For some time they communicated like this, and through that bond the dragon learned much. She learned what those who possessed her egg wanted from her, and she learned what it felt like to feel true fear and sadness and guilt. She did not like these feelings, and wanted to rid Aurell of this pain. She wanted to free them both of the slavers, and to see the world outside her egg with her new friend.

And so she hatched, in all her glorious, fiery radiance: A Flame Wind Dragon. She named herself Seraphina, a name that came from her egg memories that she liked.

So far, she has been treated well by all those she has met, and still struggles to define herself, and a true sense of morality. She is an infant, in a strange land, and knows she will have to rely heavily on the friends she finds to make sense of all the newness that she experiences.


(A Future Strange and Terrible 08) CompoundSummary: The party discovers a pre-Rifts facility with some promising technology.

(A Future Strange and Terrible 07) DamageSummary: The heroes infiltrate Cherry Hill and attack Damage Crew while searching for the cursed orb.

(A Future Strange and Terrible 06) ShemarriansSummary: Investigation of the downed Splugorth ship leads to an encounter with mysterious D-Bees.

(A Future Strange and Terrible 05) CouncilSummary: The leaders of the fugitives meet in council to discuss their current situation and how they will provide safety for everyone.

(A Future Strange and Terrible 04) LessonsSummary: Ohanzee teaches Seraphina about hunting like a Sioux. What they find isn't what they expected.

(A Future Strange and Terrible 03) EscapeSummary: The heroes lead a mass exodus of the prisoners from the slave ship.

(A Future Strange and Terrible 02) SabotageSummary: The heroes enact their escape plan, and then some.

(A Future Strange and Terrible 01) AbductedSummary: A plan for escape is hatched.


Alessandro Orsini

Alessandro Orsini

Polite Friend

Alessandro is very polite. He speaks a bit oddly, even for a human, but seems to have a great intelligence that the others respect, even though they have only known him a short time and were unable to touch his mind.



First Friend

I chose Aurell as the first mind I connected with, when I was still inside my egg. Her mind felt different, alluring. Already she has taught me much. I think I shall keep her.

Boe Lorrick

Boe Lorrick

Odd Friend

Boe is a friendly man, if a bit strange. I touched his mind briefly in an attempt to reassure Aurell, but all I saw were glimpses of thought, most involving my human form naked. I do not blame him, I think clothes far too restrictive as well.



Spiritual Friend

There is something dark about this human, and powerful as well. From what Aurell says, he is a truly powerful being. Perhaps he will agree to teach me some of his ways. It is frustrating to sense and taste magic, but to not be able to wield it.



Character Sheet


Agility Dice_Fill-ins_d8.png
Smarts Dice_Fill-ins_d8.png
Spirit Dice_Fill-ins_d8.png
Strength Dice_Fill-ins_d12.png +4
Vigor Dice_Fill-ins_d8.png


  • Dragonese/Elven
  • American
  • Atlantean
  • (unspecified)
  • (unspecified)
  • (unspecified)

Secondary Statistics

Add to Persuasion and Streetwise rolls
Run: +d6; -2 on other actions this round
2 + half Fighting die type
2 + half Vigor die type
6/34 (16 M.D.C.)
2 + half Notice die type

Permanent Injuries


Driving (Agility) Dice_Fill-ins_d0.png
Fighting (Agility) Dice_Fill-ins_d6.png
Healing (Smarts) Dice_Fill-ins_d0.png
Intimidation (Spirit) Dice_Fill-ins_d4.png
Investigation (Smarts) Dice_Fill-ins_d4.png
Knowledge (Arcana) (Smarts) Dice_Fill-ins_d0.png
Knowledge (Battle) (Smarts) Dice_Fill-ins_d0.png
Knowledge (Computers) (Smarts) Dice_Fill-ins_d0.png
Knowledge (Cybernetics) (Smarts) Dice_Fill-ins_d0.png
Knowledge (Electronics) (Smarts) Dice_Fill-ins_d0.png
Knowledge (Engineering) (Smarts) Dice_Fill-ins_d0.png
Knowledge (History) (Smarts) Dice_Fill-ins_d0.png
Knowledge (Medicine) (Smarts) Dice_Fill-ins_d0.png
Knowledge (Politics) (Smarts) Dice_Fill-ins_d0.png
Knowledge (Science) (Smarts) Dice_Fill-ins_d0.png
Notice (Smarts) Dice_Fill-ins_d6.png
Perform (Spirit) Dice_Fill-ins_d0.png
Persuasion (Spirit) Dice_Fill-ins_d4.png
Psionics (Smarts) Dice_Fill-ins_d6.png
Piloting (Agility) Dice_Fill-ins_d0.png
Repair (Smarts) Dice_Fill-ins_d0.png
Riding (Agility) Dice_Fill-ins_d0.png
Shooting (Agility) Dice_Fill-ins_d6.png
Stealth (Agility) Dice_Fill-ins_d4.png
Streetwise (Smarts) Dice_Fill-ins_d0.png
Survival (Smarts) Dice_Fill-ins_d0.png
Taunt (Smarts) Dice_Fill-ins_d0.png
Thievery (Agility) Dice_Fill-ins_d0.png
Throwing (Agility) Dice_Fill-ins_d0.png
Tracking (Smarts) Dice_Fill-ins_d0.png

Iconic Framework

Dragon Hatchling (Flame Wind) Bonuses and Abilities

Most of a Dragon Hatchling’s special abilities can be used in either full dragon form or when changed into humanoid form. Exceptions are noted with an asterisk.

  • Arcane Background (Psionics): As a Minor Psionic, a Dragon Hatchling begins with a Psionics skill at d6, three powers (from the Mind Melter list) and 10 ISP.
  • Armored Hide*: The Hatchling has +16 M.D.C. Armor and +6 Toughness in dragon form.
  • Claws/Bite*: Dragons can naturally attack with massive teeth and talons (Str+3d6, AP 4, Mega Damage).
  • Fear*: In his natural form, a Dragon Hatchling is a terrifying creature to most folks, who must make a Fear check when first seeing him.
  • Fire Breath: Flame Wind Hatchlings can fire a bolt of flame at Range 12/24/48 and Damage 4d6 (Mega Damage), us-ing their Shooting skill. Alternately, they can do 2d10 (Mega Damage) in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack.
  • Flaming Scales*: Flame Wind Dragons can immolate themselves, their very scales alight with terrible fire. This ability takes an action to activate (though no roll is required). The fire acts like a damage field, but it does 3d6, Mega Damage. Hatchlings can maintain such a field for a number of rounds equal to their Spirit, after which at least 10 minutes of rest are required before they can activate the effect again.
  • Flight*: The Hatchling has a Flying Pace of 12" and Climb 0. Flight is usable in another form if it has wings.
  • Impervious to Fire: Fire and heat (including plasma weapons) do not affect a Flame Wind Dragon at all.
  • Infravision: Dragons halve the penalties for dark lighting against living targets (round down).
  • Inherently Magical: Hatchlings know no magic spells, but they have a natural pool of 10 PPE and can use any Techno-Wizard devices. A dragon who takes an Arcane Background adds his starting PPE to any gained from the Edge. Additionally, whenever he takes the Power Points Edge, he gains +10 PPE instead of +5.
  • Metamorphosis, Limited: A dragon begins life able to adopt a single human or humanoid form. The dragon gains no special properties of what they mimic, only the size and appearance, but they retain all their own abilities except those only usable in dragon form (marked with an *). Weapons and other personal effects (up to body armor) are assumed into the dragon’s form and reappear when returning to humanoid form. Any other objects are dropped. The process does not work in reverse, all gear carried by the dragon is dropped when transforming into humanoid form.
  • Mighty: Even Dragon Hatchlings are incredibly strong, beginning with a Strength of d12+4. They are also very resilient, starting with a d8 Vigor. Neither attribute has a maximum limit.
  • Nigh-Immortality: Unless killed through violence or other means, dragons can live anywhere from 6,000 to 12,000 years. They require only magical energy to sustain themselves, eating and drinking simply for pleasure. They are immune to normal poisons and diseases.
  • Pace*: In their natural forms, Dragon Hatchlings have a Pace of 8. In a humanoid form, their Pace is 6.
  • Size +6*: In their natural forms, Dragon Hatchlings are usually 15–20 feet from snout to tail-tip, and weigh up to 7 tons. This means, when not using their Metamorphosis abilities, Hatchlings gain +6 Toughness.
  • Slow Regeneration: These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Tail Lash*: The dragon can sweep all opponents in his rear facing in a 2" long by 4" wide rectangle. This is a Fighting attack which ignores size penalties, doing Str+d8 (Mega Damage).

Dragon Hatchling (Flame Wind) Complications

  • Arcane Duality: If a Dragon Hatchling takes a second Arcane Background Edge, whenever they take a Power Edge, they must choose whether it applies to magic or psionics. Dragon Hatchlings can take the Power Points Edge twice per Rank but only to gain PPE with one use and ISP with the other.
  • Cybernetics: Dragons cannot take cybernetics at any point. Their bodies reject such foreign implants.
  • Enemies: Dragons are illegal and reviled by the Coalition. Any known dragon is immediately hunted with extreme prejudice.
  • Form Limits: If a dragon transforms into a humanoid race with a restriction based on its body type (such as Non-Standard Physiology, see The Tomorrow Legion Player’s Guide, page 51), it suffers the same penalties as that race. The GM makes the final call on what counts as a body type restriction. In their natural form, dragons cannot wear any armor and can only use vehicular weapons specially adapted for their use at four times the normal cost. Most other gear can only be used in humanoid form (again, GM’s call).
  • Hatched: Dragons are born not made. They do not choose a race.
  • Large: When not shape shifted into a humanoid form, dragons make for very big targets. Normal-sized opponents gain +2 on all attacks against them.
  • Outsider: Dragon Hatchlings understand so little of the world, they inevitably cause socially awkward situations wherever they go, even in humanoid form. All Dragon Hatchlings have the Outsider Hindrance.
  • Territorial: Dragons tend to dislike their own, and other dragons generally treat a newcomer as invading their territory unless great care is taken in interactions.
  • Untested: Being so young and without any life experiences, Dragon Hatchlings have not had time to develop moral codes, physical limitations, or foibles. When creating a Dragon Hatchling character, the player selects no Hindrances to start (and, thus, doesn’t get the extra points to spend on character creation). Instead, he selects one Hindrance at the end of the first session. He may then select another Hindrance at the end of the second session, and a last one at the end of the third session. Only when all Hindrances are selected (one Major and two Minor, per normal rules), may the player spend the points on his character, working out what is appropriate with the Game Master. This represents imprinting and a “growth spurt” for the Dragon Hatchling.
  • Very Young: Dragon Hatchlings start out very young. They begin with only 3 points to adjust their attributes and only 10 skill points. Unlike the Young Hindrance (which they cannot take), this complication does not grant an extra Benny each session.


Hindrance Type Description
Curious Major It killed the cat, and it might kill this character as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
Loyal Minor This stalwart defender risks their life for their friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they're threatened.
Outsider Dragon Hatchlings understand so little of the world, they inevitably cause socially awkward situations wherever they go, even in humanoid form. When most people discover they’re dealing with a dragon, this only exacerbates the situation. Locals are likely to raise prices on outsiders, ignore pleas for help, and generally treat them as if they are of a lower class than the rest of their society. Outsiders subtract 2 from Persuasion rolls made to influence those who aren't their own kind.
Quirk Minor Seraphina views her friends as part of her hoard. She cares for them, of course, but in a possessive way, viewing them as hers.


Edge Type Description
Arcane Background (Psionics) Background

As a dragon, psionic abilities come easily to Seraphina.

Arcane Skill: Psionics (Smarts)

Linguist Background The character has an ear for languages, beginning play with a number of languages equal to half their Smarts die.


Arcane Background Power Points Recovery Rate
Natural P.P.E. 10 P.P.E. 1/hour
Arcane Background Power Points Recovery Rate
Psionics 10 I.S.P. 1/hour
Whatcha Thinkin'?
Power Mind Reading Rank Novice Power Points 3 Range Smarts Duration 1
Psionic invasion
Mind reading allows a character to read another’s thoughts. This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.
Hi, There!
Power Telepathy Rank Novice Power Points 2 Range One mile Duration 3 (1/round)
Psionic connection

If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.

If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.

Because I Said So
Power Puppet Rank Veteran Power Points 3 Range Smarts Duration 3 (1/round)
Psionic control
Sometimes it pays to persuade others to do your fighting for you. Some do this by blatant mind control, others do it by manufacturing visual and auditory illusions. Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.


  • Energy Shield (TW): Temporary device built by Alessandro to protect Seraphina with the deflection power. Activate with Spirit. 12 P.P.E.

Wealth and Currency

Savings credits

The Hero's Journey

Benefits Table Result
Education Your character has a passion for languages, and a real gift for them as well. She has the Linguist Edge. She also has a strong likelihood of getting paid work as a translator in most civilized areas (what there are of them).
Psionics Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation.


Total Advances: {$totalAdvances} Rank: Novice
Rank Advance
Novice Flaming Scales
Novice Agility d8


Enemy Adventure Card: Gained an enemy that Seraphina can not soak wounds again. Until he is defeated, gain an extra adventure card each session.


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