Eclipsing Drago, the Son of Shendu

Drago was the major villain of Jackie Chan Adventures season five. The son of the early-seasons villain Shendu, he was, like his father, a Fire Dragon Demon Sorcerer. Unlike his father, outside of being a demon-dragon who wanted to gain vast powers and take over the world, he was a fairly typical obnoxious, overconfident, impatient, and easily-manipulated teenager. As such his usual pattern was to find a new source of extra power (on the show the relics of his aunts and uncles “Demon Chi”) and try to grab it – ushering in a battle with the heroes who always turned up at about the same time. Sometimes he got a hold of his new power source and sometimes not – but either way he’d wind up without it at the end and yet would manage to escape. Eventually he managed to get a hold of several powers at the same time – and was still defeated, although that time it took more effort.

Drago was fought to a standstill more than once by a random bystander who accidentally absorbed some Demon Chi – granting them powers more or less equal to his, but no skill in using them. That alone made it pretty obvious that he wasn’t particularly skilled either. He was, however, very strong, agile, and fast (at least compared to a normal human being), had a scaly armored hide and a tail to smack people with, could sense demonic powers, and could project potent blasts of fire. Given a little time and some appropriate foci he could work a fair number of dark magical rituals and even a few quicker spells – albeit mostly focused on moving demonic powers from one host to another.

When he did acquire additional demonic powers they were pretty limited as well – amounting to little more than some basic elemental manipulation. With Water powers he could shoot blasts of water, create whirlpools around himself, and make big waves. With Gravity powers he could levitate and (I think) employ basic Telekinesis. With Thunder powers he could project lightning and absorb natural lightning to enhance himself.

Presumably there was more potential than THAT in those powers, but it’s not like he ever got to spend much time experimenting with them. He never got to keep them for very long and he spent a lot more of his time trying to find a base other than the local junkyard and trying to find some minions who were tolerably competent and didn’t want to backstab him (he never really managed to do either).

And if that doesn’t seem too impressive, it’s because it shouldn’t. Drago could be a serious threat if he got a hold of the components for a major ritual, or actually managed to hang onto several sets of powers – but for the most part he was fighting an elderly ritualist (most of Uncle’s direct spells looked like level one or two), a fast and highly skilled – but still entirely human and fairly low level – martial artist, a kid, and a big guy who was an apprentice mage. Drago had claws, fangs, and fire breath capable of destroying cars in a single blast – and yet apparently the closest he came to seriously hurting someone was leaving them in his Fathers way in a future timeline that never actually came to pass.

While I can’t say that I’ve seen much of the actual show past the first season, I have seen Drago’s first appearance with Future Jade on youtube – and it gave me a distinct angry-ex-boyfriend impression. He might have grown a bit past that in the next season, but the Wiki’s don’t really show it – and it would explain why the Chan’s kept letting him get away. If you’ve got to have a villain in your life… if you can’t get Colonel Klink, Catwoman, or Megamind, an angry and basically ineffectual teenager who spends a lot of combat time on banter is probably your next best choice.

So to build him I’ll start with the…

Fire Dragon Demon Sorcerer Template:

  • Draconic Toughness: +3d4 Hit Dice (24 CP) and +4 CP towards enlarging their first hit die (thus getting a d4 even as an infant) (4 CP). While extra hit points are always nice, this is because you need at least 4 hit dice to qualify for shapeshifting to a Deinonychus, below.
  • Heritage Of The Ancient Dragons: Shapeshift, with Dire (allowing dinosaurs – specifically Deinonychus), Attribute Modifiers, Hybrid Form, and Clear Speech, Specialized and Corrupted for Reduced Cost (9 CP) / cannot actually change forms, obvious humanoid dragon, easily identifiable, blatant predator, causes considerable social problems (9 CP).

This provides 60′ Ground Movement and natural weapons, replaces his physical racial attribute modifiers with Str +8, Dex +4, Con +8, and grants him +5 Natural Armor, Low-Light Vision, Scent, and Pounce. This is grossly exploitative, even beyond the usual Shapeshift cheese. While that doesn’t really matter for an NPC who’s “level” is entirely arbitrary, this is only really suitable for player characters in games using the Superheroic World Template (where this sort of thing is useful, but minor) or SciFi settings where things like mecha, power armor, and vehicle combat seriously overshadow personal physical abilities.

  • Fire Demon C’hi: Witchcraft I and II (12 CP), 1d6 Mana as 3d6 Power (6 CP), and Rite of C’hi with +4 Bonus Uses, Both Specialized for Reduced Cost / only to restore Power (6 CP). This gives him access to three basic abilities, as follows:
    • Witchfire, Specialized and Corrupted for Increased Effect (Range and Damage) Fire Creation Only, cannot use pre-existing flames, create prestidigitation effects, extract essences, infuse drugs or toxins, or for any other application. Note that this can be quite powerful – but the rather low Save DC (14) means that most targets can dodge quite effectively, escaping injury entirely if they happen to have Evasion.
    • Witchsight, Specialized and Corrupted / Drago may detect C’hi / Magic – and only C’hi / Magic – at no cost and gets occasional “visions” of sources of power that he can go after, but cannot sharpen his senses, give himself Darksight, Scent, or other special sensory powers, or use any other Witchsight functions.
    • Healing, Specialized in Self-Healing for Double Effect. Drago DOES recover very quickly.
  • Absorbing Demon Chi: Witchcraft/The Path Of Spirits/Ridden By The Loa, Specialized and Corrupted for Reduced Cost / Must find a unique source of power to absorb, powers can be stripped away, by counterspells and make him vulnerable to banishment and dismissal spells, no more than +1 ECL of template per power source. Templates do not, however, cost Power to maintain when not in use (2 CP).

At a total of 63 CP this is a +1 ECL Template – and grossly overpowered for it’s cost. Of course, in a world of normal people… he’s a dragonman. His career choices are basically Circus Freak, Cloistered Monk, or Supervillain. He’s lonely enough to give his minions another chance even after they betray him, to spend a good deal of time bantering with his enemies, and to make “bringing more dragons to earth and be respected” be his major life goal. That’s really kind of sad.

Drago

Would-Be World Conquerer

Level One (ECL 2) Fire Dragon Demon Sorcerer

Basic Attributes: Str 14 (22), Dex 14 (18), Con 14 (22), Int 13, Wis 14, and Cha 12 (Pathfinder 25-Point Buy).

Available Character Points: 48 (Level One Base) +10 (Disadvantages: Accursed (opponents always show up as soon as he gets close to obtaining something good), Broke (Variant; no matter what base Drago acquires, he always winds up back in the junkyard), and Inept (Charisma Based Skills)) +6 (Level One Bonus Feat) = 64 CP.

Basics (23 CP):

  • Hit Dice: 16 (L1d16, 8 CP (+4 for Template)) +12 (extra 3d4 at L1, Template) +24 (4 x Con Mod) = 52 HP.
  • Skill Points: 6 (Purchased, 6 CP) + 4 (Int) = 10 SP.
  • BAB +1, Specialized in Melee Combat (3 CP).It’s largely instinctive at this point, but Drago is a reasonably effective brawler.
  • Saves:
    • Fortitude +0 (0 CP) +6 (Con) = +6
    • Reflex +2 (6 CP) +4 (Dex) = +6
    • Will +0 (0 CP) +1 (Wis) = +1
  • Proficiencies: None. Drago relies on his massive strength, natural weapons, armored hide, and fire-blasts in combat – which is actually pretty reasonable. If I had those advantages and fought unarmed martial artists a lot, I’d probably tend to rely heavily on them too.
  • Initiative: +4 (Dex)
  • Move: 60
  • Armor Class: 10 (Base) +5 (Natural) +4 (Dex) +2 (Leathers) +2 (Martial Art) = 23.

Preferred Weapons:

  • Talons/Tail/Claws: +7/+7, 1d8+6 (Lethal or Nonlethal). Can Pounce.

Other Abilities (41 CP):

  • Ritual Magic (Legends of High Fantasy style, 6 CP). Dragon can work powerful rituals if he can find the ingredients for them – but otherwise can only produce fairly basic spell effects.
  • Power Words, Specialized and Corrupted for Increased Effect / only to store personally-generated ritual effects (6 CP). Given time Drago can store up to five minor and three major ritually-generated effects. Usually he has a few for gathering Demon C’hi, but he’s not really very good at loading up with other useful effects in advance. He’s got the standard teenager lack of forethought.
  • Leadership, Specialized for Increased Effect (Drago gets some basic minions, even though he’s too low-level and low-charisma to qualify for any) / His minions are unreliable, and are likely to betray him if he seems weak (6 CP). He usually has three apparently teenage minions: “Strikemaster Ice”, the pizza delivery guy, “D.J. Fist”, the mechanic, and “M.C. Cobra” the video gamer. Sure, they were competent martial artists – but even working together they were no real match for Jackie Chan after the surprise wore off. And Drago still took them back after they tried to backstab him.
  • Returning, Specialized for Reduced Cost / Drago can’t actually return from death, but he does show quite a knack for evading or getting out of jail. If the series hadn’t ended he might even have made it back from the netherworld (3 CP).
  • Luck with +2 Bonus Uses (9 CP). Drago usually gets lucky a few times in each episode. Then, of course, his luck runs out and he gets beaten.
  • Universal Damage Reduction 2/-, Specialized for Double Effect (4/-, versus both physical and energy damage) / only to convert normal damage to nonlethal damage. Drago gets knocked out a lot, but rarely seems to get too badly hurt (3 CP).
  • Witchcraft/Path of Water/Spirits Of The Deep, Specialized and Corrupted for Reduced Cost / only to share a bit of his current “demon chi” powers with mortals, only works on followers gained through Leadership, bestowed templates are never better than +1 ECL, bestow a very limited set of abilities, and have obvious physical effects (2 CP). This probably gets upgraded with a few points later on, making it cheaper to use and longer lasting instead of buying off those limitations.
  • Adept (may purchase Acrobatics, Dragon Brawling Martial Art, Ritual Magic, and Escape Artist for half cost), 6 CP).

Skills:

  • Acrobatics +4 (2* SP) +4 (Dex) = +8
  • Dragon Brawling +4 (2* SP) +6 (Str) = +10
    • Known Abilities (5): Defenses +2, Strike (can do lethal or nonlethal damage with his natural weapons), Toughness II (Specialized and Corrupted for Increased Effect / only protects against the energy forms linked with his current set of powers – at base, fire only. This does stack with his base damage reduction however – so he normally ignores the first six points of fire damage and converts the next four points to nonlethal damage. That’s quite enough to ignore most normal fires).
  • Ritual Magic +4 (2* SP) +1 (Int) = +5. Drago really can’t do much beyond minor tricks without rare magical ingredients even WITH the use of Luck.
  • Escape Artist: +4 (2* SP) +4 (Dex) = +8
  • Linguistics: +1 (1 SP) +1 (Int) = +2. Drago speaks English and Mandarin.

Specific Knowledge: Demon C’hi (1 SP). Drago doesn’t know a lot, but he’s fairly knowledgeable on this topic.

In more serious settings Drago is probably best used as an unwanted suitor/villain, a comic relief villain, as a redeemable villain, or in some other reoccurring semi-enemy role. If you want to use him as the big bad guy, he’ll need a bunch of levels and some MUCH better plans and minions.

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