PLATINUM DRAGON HATCHLING
DESCRIPTION: A Platinum Dragon is a product of both magic and science. This unknown process found an ancient link between humans and dragons that reached back into a prehistory. Some scientist believe this proves Dragons were actually an evolutionary divergent from humans or that perhaps humans were an evolutionary divergent from them. Regardless there appears to be some connections as when these DNA strands were activated in some human subject it produced a full fledge dragon. Only about 1% of human fetuses survived this process, so Platinum Dragon's are EXCEEDINGLY Rare. But they do exist. Oddly enough the process seems to have been an experiment by the Coalition, so all known subjects are quite literally property of the state, (Trained Pets if you will). Only three such subjects are known to have survived, one male and two females. Further tests and attempts to produce more have proven fruitless.
Attributes: The number of six-sided dice is as designated.
I.Q. 3D6+6, M.E. 3D6+5, M.A. 3D6+12, P.S. 4D6+10, P.P. 3D6+6, P.E. 3D6+10, P.B. 3D6+16, Spd 2D6+10. (Flying 2d6 x10) Attributes are considered supernatural.
M.D.C.: 2D6 X10 +50 M.D.C. (+10 M.D.C. per level of experience. (Regenerate 1d10 M.D.C. per melee)
Hit Points: Are equal to P.E. +1d6x100+50 (+2d6 per Level).
Size: Grow into adulthood as would an average human.
Weight: Average 200 lbs. (90 kg) of muscle in human form
Horror Factor: 14; none if pretending to be a normal humanoid or creature.
P.P.E.: 2D6x10+10; +2d6+10 per Level of Experience.
Average Life Span: Immortal. After reaching ages of 20 to 25, Platinum Dragons stop aging all together.
POWERS:
Magical Knowledge: Dragons are born with full understanding of how magic works. Can Utilize Techno-wizard Devices without instruction, recognize and use other types of Magic Weapons. Can Read Magic and Use Scrolls. Gains +1 Spell Strength and can Learn 3 spells/level, Can cast 2 spells/melee round.
Recognize Magic Circles and Enchantments: 47% (5%/Level)
Sense Ley Line: 47% (5%/Level)
Sense Ley Line Nexus: 47% (5%/Level)
Sense Dragon's: Sense other Dragons at a range of 20 miles and recognize them in their line of sight instantly.
Chromatic Breath Weapon: May Choose between Fire (3d6 MD, 6ft wide area, 60ft range, 3 times /melee rnd), Ice (3d6 MD, 4ft wide area, 100ft range, 1 melee action), Lighting or Poison (Paralyzing Mist, 1d4+1 Minutes, 12ft wide area, 60ft range, 1 melee action, Successful save Negates for 24 hours). Once they become adults, they can utilize Plasma (5d6 MD, 6ft wide area, 80ft range, 3 times /melee rnd) and Light (4d6 MD, One Target, 200ft range, 1 melee rnd)
Nightvision: 200ft (61meters)
See Invisible: Can see Magically, Psionically, or Supernaturally Invisible subjects.
Fire and Cold Resistant: Half-Damage from such sources.
Impervious to Paralysis: Cannot be Paralyzed
Metamorphosis: Can transform and remain in their chosen shape with no time limit.
Teleport: 35% (+5% /level)
Master Psionics: Is considered a Master Psionic, and gains the following powers below. Psionic Save DC is 10.
- Choose 12 minor Psionic Powers, with a two new power at levels, 3,6,9,12, and 15, then 2 powers every 3 levels afterwards
- Choose 2 Super Psionic Powers, with a new power at levels, 3,6,9,12, and 15, then 1 power every 3 levels afterwards.
Master at Aerial Combat: +5 to Dodge and Parry while Air Borne, +4 to strike while Air Borne. This bonus applies to all forms of flying.
Platinum Dragon Bonuses: +1 Attack /melee rnd, +2 Initiative, +10% Perception Checks, +2 Strike, +3 Dodge and Parry, +4 to pull punch, +3 to Roll with Impact, +6 to save vs Horror, +3 vs Psionics and Mind Control, and +1 to All other Saving Throws
R.C.C. Skills:
Languages and Literacy, Speak and Write American 98%
Languages and Literacy, Speak and Write Elven/Draconic, (Genetic Memory) 96%/96%
Mathematics: Basic: 45% (+5%/level) Addition, Subtraction, Division, Multiplication, Basic Geometry
Lore: Magic: The Study of Magic, (Genetic Memory)
Hand-to-Hand: Dragon (Genetic Memory)
Military: Etiquette: 35% (+5%/level) Navigating Military Structure, Rank and Life. Dealing with lower and higher Ranks. (GM - Trained by the Coalition.
Physical: Forced March: (+2 to P.E., +1d4 to Speed, +2d6 to M.D.C.)
Physical: Running: (+1 to P.E., +4d4 to Speed, +1d6 to M.D.C.)
Radio: Basic: 45% (+10%) (+5%/level) Operation of any Radio and Communications Equipment
W.P. Energy Pistol: Proficient with Energy Pistol's
W.P. Energy Rifle: Proficient with Energy Rifles
R.C.C. Related Skills: Select a total of seven other skills. Plus one additional skill at levels three, seven, eleven and fifteen. All new skills start at level one proficiency.
Communications: Any
Domestic: (May Choose One)
Espionage: Any
Electrical: Any
Mechanical: None
Medical: Any (+10%)
Military: Any (+20%)
Pilot: (Any found in the Coalition Army) (+15%)
Pilot Related: (Any found in the Coalition Army)
Rogue: Any (+10%)
Science: None
Technical: Any (+15%)
Physical: Any (Except Acrobatics)
W.P.: (Any)
Secondary Skills: The character also gets to select Two secondary skills and One more special interest skill for a total of Three from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses ()-, All secondary skills start at the base skill level. These skills are all subject to the conditions of the skills listed, (None, One, Any, Etc.)