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Dragons of Mystinar R.C.C.:





The Dragons that live on the planet Mystinar are very different from the ones seen on Rifts Earth and the Palladium world. This document details these differences.



First off, Dragon eggs are not like normal eggs. They appear as a hollow glass ball, two feet wide and the walls being 1” thick, and have swirling lights inside of them, which are thin and fanlike, with a star-like light in the center. The flowing lights react to sound and motion. They are also hard to damage, with an MDC equal to the mother's PE x5, and take half damage from all non-magical, non-psionic attacks. The color or the lights varies.



The Dragons of Mystinar, unlike the ones found throughout the Megaverse, are not necessarily savages. They aren't as solitary, but still don't like trespassers. How they react to trespassers will depend on the dragon's alignment, what the Dragon is like, as an individual, and the trespasser's alignment. In all cases, regardless of alignment, Dragons love intellectual chats, and talking for that matter.



Parents raise their offspring until they are around 30 years old, then their child goes off into the world. The child may or may not visit its parents. It depends on what their parents are like. Evil Dragons don't like visits from relatives. Visiting family could start a titanic battle. Selfish ones might tolerate, drive off, or welcome their relations. It depends on the Dragon. Good ones always welcome their family (usually).



Instead of having a limit to their life span, they are immortal. They just grow more powerful as the years go by. After reaching maturity (100 years old), the Dragon grows 1 foot (0.3 meters) longer each decade (2 feet or 0.61 meters for the Water Dragon). Also, every decade, each of the Dragon's attributes has a 20% chance of increasing by 1 point.



The Dragons on Mystinar are able to live off of magic, but to do so they must spend at least 1 day each week on a ley line. 1 day on a ley line nexus will allow them to live 1 week per ley line on the nexus. When they are not on a nexus point (the people of Mystinar refer to them as Geopathic Points), they can survive by eating. The food they eat is transformed into energy. 100 pounds of food will sustain them for 1 week. They rarely eat more than they need to. Each week without the nourishment that energy provides reduces available M.D.C. by 10% (can't be healed or regenerated). Once all MDC is gone, the Dragon dies. One could give the Dragon some P.P.E., and it would take 1000 P.P.E. to sustain them for 1 week.



One power common to all of the Dragons on Mystinar, is the ability to materialize treasure. Coins, jewelry, or gems may be created. The amount created is 1000 Credits worth of treasure per level. This power requires 1000 P.P.E. It can only be used once a week. This is how many Dragons amass wealth without robbing or demanding tribute (but some do anyways.) Hatchlings start off with 3d6x10,000 Credits worth of treasure (if you start off as a 30 year old just starting off in the world). Another power they have is that they can tell when someone has stolen from them, even 1 tiny gem, just by glancing at their hoard or being within 1 mile of it.



They are also able to cross-breed with other races, something not found in any other supernatural creature. How they do it is unknown, as it has never been seriously studied. Any Dragon asked about it will be highly offended, as they think sex is not something to be studied or talked about. The Evil or Selfish Dragons might even try to kill you if you ask. If pressed by a non-dragon mate, the Dragon will answer that his/her magic powers transform the sex cells so that they are compatible. The mate will also be sworn to secrecy. Half-Dragon features do not show up until puberty. Having a Dragon fall in love with one of the player characters could prove to be a VERY interesting plot twist. But, this is a rare occurrence, except in the Cloud Dragons.



The statistics shown in the crossbreeding entry of each dragon are for when the Dragon mates with a human. For other races, you may need to adjust them. Also, if you wish to create a new Dragon species, derived from the Astral Dragon, then you should look at the other Dragons, and see how the hatchling's attributes relate to the bonuses given to half-breeds.



The crossbreeding entry also mentions that the Dragon has two forms. What it doesn't mention is that in their alternate form (the form of the non-dragon race), 50% have short fangs, and 50% have claw-like fingernails. If the Dragon mates with a Dragon of another species, then you should mix the attributes and abilities (up to the GM). Attributes should be averaged together. Appearance will be a mixture of the two dragons. "Alignment remains unchanged" means that the offspring will develop its alignment based on the way it is raised.



Another feature is the eyes of the Dragon. They are quite fragile (500+100 S.D.C. per level, 1000+200 S.D.C. for adults), but have a transparent eyelid, which can protect them. The Eyelid has 25+5 M.D.C. per level (50+10 M.D.C. per level for adults), and regenerates twice as fast as the Dragon (minimum 1 round).



The Dragons detailed here are the Higher Dragons, the Gem Horn Dragons, and the Astral Dragons. The Higher Dragons are descended from the Astral Dragons, and the Gem Horn Dragons are descended from one of the Higher Dragon species. Astral Dragons are only encountered in the dimension that Mystinar resides in. However, some could escape onto the dimension of Rifts Earth or others.



Dragon Talents



Dragon Talents are similar to Nightbane Talents, only Dragons and Half-Dragons are able to learn them, not Nightbane. Each Dragon Talent is a unique ability, and some may be selected more than once! A Dragon starts off with one talent for free, but in the future must sacrifice P.P.E. or I.S.P. to learn a new talent. See Nightbane RPG for more information on Talents. If you wish to create your own Dragon Talents, then keep in mind, they are usually ability modification and enhancement.





Regular Talents:



Boost Regeneration: This Talent allows the Dragon to temporarily increase his or her regeneration rate by 50%. Multiple uses do not stack. Lasts 1 minute per level. Permanent P.P.E. / I.S.P.: 30, P.P.E. / I.S.P. to activate: 20



Energy Eater: This Talent allows the Dragon to drain P.P.E. or I.S.P. from an opponent by biting them. The Dragon has one point of P.P.E. or I.S.P. restored per point of damage dealt. Permanent P.P.E. / I.S.P.: 30, P.P.E. / I.S.P. to activate: 20



Immunity Booster: This Talent temporarily alters the Dragons natural damage immunities. It now is healed by the attacks it is immune to. For example, a Dragon immune to fire uses this talent. After using it, all fire-based attacks will heal him. A fire spell that deals 4 points of damage will heal the Dragon by 4 points. Permanent P.P.E. / I.S.P.: 24, P.P.E. / I.S.P. to activate: 16



Life Eater: This Talent allows the Dragon to drain M.D.C. from an opponent by biting them. The Dragon is healed by one point of M.D.C. per point of mega damage dealt. In S.D.C environments this becomes an H.P. / S.D.C. drain. Permanent P.P.E. / I.S.P.: 20, P.P.E. / I.S.P. to activate: 12



Sensory Booster: This Talent doubles the range of the Dragon's natural sensory abilities. Typically, this is only night vision, sensing magic , and detecting Dragons. Lasts one hour per level. Permanent P.P.E. / I.S.P.: 20, P.P.E. / I.S.P. to activate: 12



Resin Booster: This talent does one of two things. It can double the amount of resin you create per point of P.P.E. or I.S.P., or it can double its M.D.C. Permanent P.P.E. / I.S.P.: 20, P.P.E. / I.S.P. to activate: 12



Soul Eater: An ability that is automatically activated. Whenever the Dragon swallows an opponent, and the opponent dies from the attack, the Dragon permanently gains 1d6% of the target's P.P.E. or I.S.P. base (Dragon's choice, and round down). Unfortunately, each time this Talent is activated, there is a 10% chance that the Dragon will permanently lose 1 point of M.D.C for each point of P.P.E. or I.S.P. that is gained. Permanent P.P.E. / I.S.P.: 40, P.P.E. / I.S.P. to activate: 30





Breath Attack Talents:'



Breath Bomb: This Talent allows the Dragon to spit out his breath weapon as a concentrated blast, which deals its damage to a 10 foot radius, +5 feet per level. Permanent P.P.E. / I.S.P.: 7, P.P.E. / I.S.P. to activate: 5



Breath Booster: This Talent allows the Dragon to boost his or her breath weapon's damage or range. For each 10 P.P.E. or I.S.P. spent, the Dragon can increase the range of a breath weapon by 50%, or the damage of the Breath Weapon by 1 die of damage. Non-damaging breath weapons have their potency increased by 25% for every 10 P.P.E. or I.S.P.



Breath Weapon: This Talent allows the Dragon to take one of his or her breath attacks and use it as a melee weapon! The breath weapon deals half its normal damage, and lasts one melee per level. Permanent P.P.E. / I.S.P.: 20, P.P.E. / I.S.P. to activate: 12



Extra Breath Attack: This Talent allows the Dragon to use a new breath weapon. Damaging breath attacks cannot deal more damage than the Dragons own breath attacks. Non-damaging breath attacks can simulate spells and psionics. An example would be paralyzing gas. The Permanent and Activation P.P.E. / I.S.P. cost will vary from breath attack to breath attack. This talent may be selected multiple times. Each time, you select a different breath weapon.



Redirect Breath: This Talent allows the Dragon to expel his or her breath weapon from a part other than their mouth. For Example, the Dragon can redirect the attack to shoot out of his hands. Dragon hatchlings sometimes shoot their breath weapon out of their behind, making for the deadliest fart ever. This Talent is very popular. Permanent P.P.E. / I.S.P.: 8, P.P.E. / I.S.P. to activate: 5



Reverse Breath: This Talent allows the Dragon to reverse its breath weapon. Instead of going out, it goes in, down its throat, into the stomach. This is a useful tactic for fighting a swallowed opponent. In the case of a Cloud Dragon, their wind breath would allow them to inhale an opponent when reversed. Permanent P.P.E. / I.S.P.: 3, P.P.E. / I.S.P. to activate: 1



Spread Breath: This Talent allows the Dragon to spread out its breath weapon in a cone. For every ten feet the breath weapon travels, its width expands by 5 feet. The downside is that the breath attack will be at half power. Permanent P.P.E. / I.S.P.: 20, P.P.E. / I.S.P. to activate: 13





Shape-Shifting Talents:



Alter Weight: When used with shapeshifting, the Dragon's weight has no relation to its size. The Dragon could be full size and only weigh as much as a person, or it could weigh its full weight when the size of a bunny. Permanent P.P.E. / I.S.P.: 24, P.P.E. / I.S.P. to activate: 16



Bio-Booster: This Talent allows the Dragon to temporarily increase his or her P.S., P.P., P.E., or Spd. by 1 point. Multiple uses stack. Lasts 1 melee per level. Permanent P.P.E. / I.S.P.: 45, P.P.E. / I.S.P. to activate: 30



Boost Armor: This Talent allows the Dragon to temporarily increase his or her M.D.C. by 10%. Multiple uses do not stack, but will restore the extra M.D.C. The extra M.D.C. lasts until it is depleted or when 1 minute per level passes (whichever comes first). Permanent P.P.E. / I.S.P.: 60, P.P.E. / I.S.P. to activate: 40



Extended Metamorphosis: This Talent allows the Dragon to hold its shape for a longer period of time. Each time it is used, add one hour to the duration of the metamorphosis. Only works on the natural shape-shifting abilities of the Dragon. Permanent P.P.E. / I.S.P.: 30, P.P.E. / I.S.P. to activate: 20



Extra Alternate Form: This Talent gives the Dragon an extra Alternate Form. This form can be any shape, and can be held indefinitely. You may select this talent multiple times, each time selecting a different alternate form. Permanent P.P.E. / I.S.P.: 60, P.P.E. / I.S.P. to activate: 40



Remove Appendage: The Dragon can shape-shift an appendage and remove it (doing only 2D6 mega damage). The Object removed will have 1/4th the Dragon's MDC, regardless of size. Creative Dragons will create things like Dragon-Bone swords and shields. The removed appendages last 1 hour per level (x2 adults) before crumbling into dust. Can be made permanent by permanently sacrificing 1D6 M.D.C. Permanent P.P.E. / I.S.P.: 30, P.P.E. / I.S.P. to activate: 20



Size Extension: The Dragon can shapeshift into a form up to 50% larger than itself. Permanent P.P.E. / I.S.P.: 30, P.P.E. / I.S.P. to activate: 20



Facts About Dragons





Applies to all Dragons, unless inappropriate for the dragon species.





First off, they are not mammals. They are warm blooded, but that does not make them mammals. They do take care of their young, a mammal trait, but they lack the one trait that separates mammals from other creatures, Mammary Glands.



This is an alternate rule on shapeshifting. A Dragon may select one alternate form to be designated as a secondary natural form. This form can be held indefinitely, and subtle variations on it may be made from time to time.



All Dragons love Candy! Sugar is something they can easily become addicted to. A Dragon who has had candy before is likely to choose candy over a maiden sacrifice, most of the time. Chocolate is especially addictive. Just one bite can put them into an addiction. While these addictions are harmless, it could cause problems if it goes into an obsession. However, the addiction can be easily negated with a glass of milk. Dragons who know of this will consume milkshakes or milk chocolate when they want sugar. There are some reports of a Dragon in Arkentia who has a sugar cane plantation. He sells half of what he grows, and consumes the rest.



Next, is the subject of treasure. All Dragons love wealth, and may go to extreme lengths to amass it. This is more than an obsession, for treasure (gems specifically) can empower them! There is a ritual that they all know and use when embedding gems in their hide. Every 10,000 credits worth of Gems embedded gives them a +1 bonus to M.D.C., P.P.E., and I.S.P. Removing the gems is next to impossible. You can only remove the Gems if the Dragon is dead, and even then, you need a combined supernatural P.S. of 50 to pry one gem loose. People generally wait until the hide decays (which can take decades). Also, being at he Dragon's hoard gives it the advantage. Every 1 million credits worth of treasure gives them a +1 bonus to all saves and combat bonuses, spell strength, and +1% to skills. Dragons are very good at appraising artwork, coins, gems, jewelry, precious metals and stones, and other treasures. Base percentage 60%, +2% per level (skill and I.Q. bonuses applicable).



All Dragons, whether they are the official ones, my own, or someone else’s creation, are able to produce a resin. This resin is a supers-strong, Mega Damage substance. Each cubic foot of resin has about 25 M.D.C. and a floor made of resin 3 inches thick can support 2,500 pounds. By paying 5 P.P.E. or I.S.P., the Dragon may produce 1 cubic foot per level (x2 for adults). The Resin takes 1/4th damage from all physical cuts, slashes, and blows. Explosions, fire, electricity, lasers, magic, and psionics deal half damage. Energy attacks deal full damage, as well as the Dragon’s breath attack(s). The resin is a soft, sticky substance at first, but hardens after one hour, or if the Dragon pumps 10 P.P.E. into the soft resin. Typically, the resin is used as a building material for the Dragon’s lair, or to fortify an existing one. Some Dragons may make the resin into body armor, but generally they charge a lot of money (although, they may give it as a gift to a friend. A human sized breast-plate will have 50 M.D.C. and will be considered light armor (since the resin is light). Can be applied to existing body armor and vehicles that need M.D.C. protection.



Dragon Gods and Goddesses of Mystinar






Mystinar, the also known as the Planet of Archipelagos, has a rather small Pantheon of Dragons. Each variety of Higher Dragon has its own God or Goddess. I have converted this from my custom D&D pantheon. I am sure there is something missing, so I will have to say this article is incomplete.






-Cupric, the Jokester
-Variety: Storm Dragon
-Alignment: Anarchist / Hedonist



-Followers: Pranksters, jokers, comedians
-Data: Cupric is the greatest Storm Dragon. He delights in riddles, jokes, and pranks of all kinds, and often inspires his followers so that they can create their own. He doesn't do it for them, all he does is give them a little push. While Cupric dislikes pranks that could hurt somebody, he does enjoy so called “Crotch Shots” (where someone gets hit in the crotch).






Daturial the Savage
-Variety: Black Dragon
-Alignment: Diabolical / Sadistic Megalomaniac
-Followers: Sadists.
-Data: Daturial is the largest and most intelligent Black Dragon in existence. She demands that her followers take what they want and kill those who try and stop them, as well as torturing the survivors. Her greatest concern is enjoying torturing for the purpose of torturing.






-Glimia the Peaceful
-Variety: White Dragon
-Alignment: Scrupulous / Altruist
-Followers: Healers and other Benefactors
-Data: Glimia is a White Dragon of massive size, with an even bigger heart. She sees to it that her followers stop cruelty and slavery from spreading. However, she sees violence as too extreme, so she urges her followers to choose diplomacy and peaceful demonstrations, instead of fighting. However, she knows sometimes violence cannot be avoided. Often makes visits to the OUTCAST base to preach about diplomacy and non-violence to the peacekeeper members.






-Gorakorun, the Last Diamond Horn Dragon
-Variety: Diamond Horn Dragon
-Alignment: Principled / Hero
-Followers: Champions of light, and all Gem Horn Dragons.
-Data: Gorakorun was the last of his kind before he ascended to deityhood. Now, he waits for two Gold Horn Dragons worthy of becoming the new Diamond Horn Dragons. He waits for that day, so that all that is good may survive, and evil perish. He has no tolerance for evil, but urges his followers not to attack without provocation, for violence from that is just anger getting the best of you. He works with Luminar to find the right Dragon, one male and one female.






-Luminar the Queen of Hope
-Variety: Cloud Dragon
-Alignment: Scrupulous / Altruist
-Followers: Everybody that is good-aligned
-Data: Luminar, the Queen of Cloud Dragons, is one of the most loved of all of the deities in the Mystinar Dragon Pantheon. She wants peace and prosperity for her followers (and everyone else), and has a tendency to imbue individuals with great powers during times of darkness. She is the light in the darkness, the last hope. She makes sure that evil fails, and that good succeeds. She knows how to make Holy Weapons, and will give them to those who have served her well. Never gives one to anybody below level 10.






-Neptune the Secret-Keeper
-Variety: Sea Dragon
-Alignment: Nobody knows. He does not seem to have one.
-Followers: Scholars, Sailors, and aquatic peoples.
-Data: Neptune is a massive Bronze Dragon, who knows much more than anybody thinks. His followers commune with him for solutions to dilemmas, answers to cryptic riddles, and legends long forgotten. He knows everything, but may or may not give information to those who ask. Generous donations to his church might make him more easily convinced.






Nertan, King of the Black Snow
-Variety: Frost Dragon



-Alignment: Abberant / Honorable Greedmonger
-Followers: Evil creatures of cold lands
-Data: Nertan is a massive two-headed Blue Dragon. He likes to see betrayal, deception, and violence. He is also very greedy. He urges his followers that money is the most important thing, and that they do whatever is necessary to obtain it. He seems to favor Assassins.






-Praferric, Master of Creativity
-Variety: Cave Dragon
-Alignment: Nobody knows. She does not seem to have one.
-Followers: Artists, Craftsmen, and Dwarves



-Data: Praferric is one of the greatest artists in the world, and a grand mage. She provides her followers with inspiration for great works of art, and help's those with an artist's block. Sometimes she sends an avatar to art museums to see great works of art.






-Pyratimus, the Cruel Anarchist
-Variety: Flame Dragon
-Alignment: Miscreant / Dark Anarchist
-Followers: Mazir, anarchists, and terrorists.
-Data: Pyratimus is the mightiest Flame Dragon ever. He watches as governments are overthrown, then has his followers move in to make sure they stay that way. He knows how to corrupt a government till it falls apart, and his followers are given the secrets to doing that. He has taken a special shine to the Mazir, who are all devoted to the end of all governments, so that chaos reigns supreme. Over half of his followers are of the Mazir, and he gives them the darkest secrets of terrorism and chaos.





Black Dragon:



Black Dragon

Toothless



Alignment: 90% Diabolical, 9% Miscreant, 1% Aberrant.



A. Alignment: 90% Sadist, 9% Greed-monger, 1% Honorable Villian



Environment: Dark swamps and woods.



Horror Factor (Hatchling): 12



Horror Factor (Adult): 16



Size: Hatchlings are 5 feet (1.5 meters) long. Adults are at least 60 feet (18.3 meters) long.



Attributes (Hatchling): I.Q. 2D6, M.E. 4D6, M.A. 1D6, P.S. 4D6, P.P. 5D6, P.E. 4D6, P.B. 3D6, Spd. 5D6 (x2 flying)



Attributes (Adult): I.Q. 3D6, M.E. 6D6, M.A. 2D6, P.S. 8D6, P.P. 8D6+3, P.E. 4D6+13, P.B. 5D6, Spd. 8D6 (x2 flying)



P.P.E. (Hatchling): 3D6x10+PE



P.P.E. (Adult): 3D6x100 +PEx2



M.D.C. (Hatchling): 1D6x50+PE



M.D.C. (Adult): 1D6x500 +PEx2



Armor Rating: Hide is a mega-damage substance that is impervious to normal weapons. Magic, Psionics, and mega-damage weapons have full effect.



Natural Abilities: Nightvision 2000 feet (609.6 meters), see the invisible, and can bio-regenerate 1D4x10 M.D.C. per five minutes.



· Metamorphosis: As Great Horned Dragon



· Teleport: 10%+3% per level.



· Darkness Breath: Breathes a black and dark purple flame that is very cold. Deals 2D6 M.D. +1D6 per level (2D8 / +1D8 adults). Double damage to light based creatures. Range of 100 feet +10 feet per level.



· Unholy Breath: Deals 1D6 M.D. per level, x2 towards good beings, no affect on evil beings. Range of 100 feet+10 feet per level.



Attacks: Bite 2D4 (2D8 Adult), Claw 2D6 (2D12 Adult)



Psionics: Major psionic; can select a total of eight psychic powers from any categories except super. Select an additional four at fifth level and another four at tenth level.



I.S.P. (Hatchling): M.E. x10, +10 per level (+100 adult)



Magic Knowledge: Full understanding of magic, but a hatchling knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Can also sense ley lines and nexus points and other Dragons; range: 20 miles (32 kilometers). Note that this sensing ability can not pinpoint specific locations, only nearness and general direction.



Spells: Can be learned by the usual means beginning at third level. The hatchling can cast two new spells per level of experience.



Skills: Same as Standard Dragons.



Combat abilities (Hatchling): Equal to hand to hand: basic, +1 melee attack.



Combat abilities (Adult): Eight physical or psionic attacks per melee, or four physical or four psionic plus one by magic.



Average Life Span: Immortal





Bios: The Black Dragon is the dumbest of the Higher Dragons. Their intellect is comparable with that of a dwarf. They are also slightly stronger than their weak relative, the White Dragon. Legend has it that there once was a species of dragon, which was a combination of the two, the Gray Dragon. Then they started to give birth to two new species, the Black and White Dragons. The legend also says that Dragon Slayers hunted the Gray Dragons to extinction, which was easy for them, since they were no longer giving birth to their own kind. In any case, the Black Dragon is notorious for its sadistic tendencies, often capturing people or animals, and torturing them for days before swallowing them alive.



The Black Dragon is very slim, especially the snout. Their frail looking limbs easily conceal their supernatural strength. They have bat like wings, which are usually tattered around the edges (where they are much thinner), and they have a spear-like bony growth on their tail.





Crossbreeding:'



Black Dragons may mate with any other creature and produce a viable, fertile child. The child appears to be a humanoid Black Dragon (50% of them have no tail), but may metamorph to the appearance of the other parent's race (unlimited duration), although, something will be a little off (dark features). Note that in order to crossbreed, the Black Dragon must shape shift into a member of their mate's race. Also note that the resulting offspring registers as a normal dragon to the senses of any dragon below level 10.



The resulting offspring has:



· Supernatural strength and is an M.D.C. creature, M.D.C. equals H.P. + S.D.C., x2.



· Able to sense other dragons.



· Does not age after reaching maturity



· Both breath attacks (damage die one step lower)



· See the invisible



· Bio-regenerate 1D6 M.D. per minute



· 50% have wings, fly at x2 land speed.



· x2 P.P.E. and I.S.P.



· Considered a master psychic



· Ability to mate with members of base race



· Attributes are increased at: I.Q.-3, M.A.-6, M.E.+3, P.S.+3, P.P.+6, P.E.+3, P.B.+0, and Spd.+6



· +25% to all math skills.



· Alignment remains unchanged.





Cave Dragon:



Cave Dragon





Alignment: 98% Selfish, 1% Good, 1% Evil



A. Alignment: 49% Selfish, 49% Neutral, 1% Good, 1% Evil



Environment: Underground



Horror Factor (Hatchling): 14



Horror Factor (Adult): 18



Size: Hatchlings are 6 feet (1.8 meters) long, adults are at least 75 feet (22.9 meters) long.



Attributes (Hatchling): I.Q. 4D6, M.E. 4D6, M.A. 3D6, P.S. 6D6, P.P. 2D6, P.E. 6D6, P.B. 3D6, Spd. 3D6



Attributes (Adult): I.Q. 6D6, M.E. 6D6, M.A. 5D6, P.S. 6D6+15, P.E. 6D6+10, P.B. 3D6+6, Spd. 3D6+6



P.P.E. (Hatchling): 2D4x10



P.P.E. (Adult): 2D4x100



M.D.C. (Hatchling): 3D6x100+P.E.



M.D.C. (Adult): 3D6x1000 +P.E.x2



Armor Rating: Hide is a mega-damage substance that is impervious to normal weapons. Magic, Psionics, and mega-damage weapons have full effect.



Natural Abilities: Can see in darkness as if it were daylight, see the invisible, can bio-regenerate 1D4x10 M.D.C. per five minutes, half damage from physical attacks.



· Metamorphosis: As Great Horned Dragon



· Teleport: 20%+2% per level.



· Acid Breath: Deals 2D6 MD +1D6 MD per level. Can be controlled to do S.D.C. damage. Deals double damage to stone and non-precious metals. Precious Metals and Crystals are unharmed. Range of 100 feet +10 feet per level.



Attacks: Bite 2D6 / 2D12, Claw 2D8 / 4D8, Horn 1D10 / 2D10, Tail Club 2D6 / 2D12



Psionics: Major psionic; can select a total of eight psychic powers from any categories except super. Select an additional four at fifth level and another four at tenth level. Automatically gains Geokinesis.



ISP (Hatchling): M.E. x10, +10 per level (+100 adult)



Magic Knowledge: Full understanding of magic, but a hatchling knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Can also sense ley lines and nexus points and other Dragons; range: 20 miles (32 km). Note that this sensing ability can not pinpoint specific locations, only nearness and general direction.



Spells: Can be learned by the usual means beginning at third level. The hatchling can cast two new spells per level of experience. Can use Earth Elemental magic. Earth Elementals see the Cave Dragon as an equal.



Combat abilities (Hatchling): Equal to hand to hand: basic, +1 melee attack.



Combat abilities (Adult): Eight physical or psionic attacks per melee, or four physical or four psionic plus one by magic.



Average Life Span: Immortal





Bios: The Cave Dragon is a large species of flightless Dragon that lives underground. Many Dragons have subterranean lairs, but the lairs of Cave Dragons are usually deep underground, and many never see the light of day (many think the over-world is just a myth). They use Geokinesis to mold their lair to their liking. Some are quite artistic.



Instead of scales, the Cave Dragon is covered in thick armored plates. They have a strong, muscular build underneath their armor, and on the end of their tail is a mace-like appendage, which is used frequently in combat.





Crossbreeding:'



Cave Dragons may mate with any other creature and produce a viable, fertile child. The child appears to be a humanoid Cave Dragon (50% of them have no tail), but may metamorph to the appearance of the other parent's race (unlimited duration). Note that in order to crossbreed, the Cave Dragon must shape shift into a member of their mate's race. Also note that the resulting offspring registers as a normal dragon to the senses of any dragon below level 10.



The resulting offspring has:



· Supernatural strength and is an M.D.C. creature, M.D.C. equals H.P. + S.D.C., x2.



· Able to sense other dragons.



· Does not age after reaching maturity



· Has breath attack (damage die one step lower)



· See the invisible



· Bio-regenerate 1D6 M.D. per minute



· 50% have wings, fly at x2 land speed.



· x2 P.P.E. and I.S.P.



· Considered a master psychic



· Ability to mate with members of base race



· Attributes are increased at: I.Q.+3, M.A.+0, M.E.+3, P.S.+10, P.P.-3, P.E.+10, P.B.+0, and Spd.+6



· +25% to all math skills.



· Alignment remains unchanged.





Cloud Dragon



Cloud Dragon




Alignment: 90% Principled, 9% Scrupulous, 1% Unprincipled.



A. Alignment: 50% Hero, 50% Altruist



Environment: Mountains



Awe/Horror Factor (Hatchling): 12



Awe/Horror Factor (Adult): 16



Size: Hatchlings are 5 feet (1.5 meters) long. Adults are at least 60 feet (18.3 meters) long.



Attributes (Hatchling): I.Q. 5D6, M.E. 4D6, M.A. 4D6, P.S. 5D6, P.P. 4D6, P.E. 4D6, P.B. 5D6, Spd. 3D6+3 (x2 flying)



Attributes (Adult): I.Q. 5D6+15, M.E. 6D6, M.A. 6D6, P.S. 5D6+15, P.P. 6D6, P.E. 6D6, P.B. 5D6+15, Spd. 5D6 (x2 flying)



P.P.E. (Hatchling): 5D6x5+P.E.



P.P.E. (Adult): 5D6x50 +P.E.x2



M.D.C. (Hatchling): 1D6x100 +P.E.



M.D.C. (Adult): 1D6x1000 +P.E.x2



Armor Rating: Hide is a mega-damage substance that is impervious to normal weapons. Magic, Psionics, and mega-damage weapons have full effect.



Natural Abilities: Nightvision 1000 feet (304.8 Meters), see the invisible, Immunity to Light (No damage), and can bio-regenerate 1D4x10 M.D.C. per five minutes, sight not hindered by clouds, mist, and fog.



· Metamorphosis: As Great Horned Dragon



· Teleport: 5% per level.



· 'Wind Breath:' Anything weighing under 100 pounds per level is blown away, anything weighing under 200 pounds per level is knocked down. Range 20ft per level, 10ft wide at end of range per level.



· Laser Breath: Deals 2D6 MD +1d6 per level.



Attacks: Bite 2D4 / 2D8, Claw 2D6 / 2D12



Psionics: Major psionic; can select a total of eight psychic powers from any categories except super. Select an additional four at fifth level and another four at tenth level. Automatically gains Photokinesis and Aerokinesis.



I.S.P. (Hatchling): M.E.x10, +10 per level (+100 adult)



Magic Knowledge: Full understanding of magic, but a hatchling knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Can also sense ley lines and nexus points and other Dragons; range: 20 miles (32 km). Note that this sensing ability can not pinpoint specific locations, only nearness and general direction.



Spells: Can be learned by the usual means beginning at third level. The hatchling can cast two new spells per level of experience. Able to learn Air Elemental spells. Air Elementals see the Cloud Dragon as an equal.



Combat abilities (Hatchling): Equal to hand to hand: basic, +1 melee attack.



Combat abilities (Adult): Eight physical or psionic attacks per melee, or four physical or four psionic plus one by magic.



Average Life Span: Immortal





Bios: The Cloud Dragon is well liked by the common people, since these gentle giants are prone to altruism. The sight of a Cloud Dragon is always comforting, unless you are the baron scheming for domination. The Cloud Dragon is peaceful and kind hearted, and seldom attacks out of anger. That said, they live in cloud-covered mountains, but they may be just as content to live in the city.



The Cloud Dragon appears to have a segmented underside, like most Dragons on Mystinar. Its jaws also appear to be segmented, but the "segments" are immobile. Along the back of the dragon are spines with webbing in between them. The scales are small, and silver in color, with some iridescent blue highlights. The leathery part of their wings is pale blue. At the tip of the tail is a scythe-like blade, with three spines sticking out on either side. On the back of each leg is a short blade, that has no function in combat. Their eyes are an insane blue color.



One thing that should be noted about Cloud Dragons is that they prefer the company of non-Dragons, to the company of Dragons. Because of this, there is a large amount of people who can trace their ancestry to a Cloud Dragon. Their preference to non-dragons may also be why they often live in cities, so that they can be closer to civilization.





Crossbreeding:'



Cloud Dragons may mate with any other creature and produce a viable, fertile child. The child appears to be a humanoid Cloud Dragon (50% of them have no tail), but may metamorph to the appearance of the other parent's race (unlimited duration), although, something will be a little off (Silver hair, sometimes with blue highlights, and vivid blue eyes). Note that in order to crossbreed, the Cloud Dragon must shape shift into a member of their mate's race. Also note that the resulting offspring registers as a normal dragon to the senses of any dragon below level 10. The resulting offspring has:



· Supernatural strength and is an M.D.C. creature, M.D.C. equals H.P. + S.D.C., x2.



· Immunity to light



· Able to sense other dragons.



· Does not age after reaching maturity



· Both breath attacks (damage die one step lower, force of wind cut in half)



· See the invisible



· Bio-regenerate 1D6 M.D. per minute



· 50% have wings, fly at land speed x2



· x2 P.P.E. and I.S.P.



· Considered a master psychic



· Ability to mate with members of base race



· Attributes are increased at: I.Q.+6, M.A.+3, M.E.+3, P.S.+6, P.P.+3, P.E.+3, P.B.+6, and Spd.+1



· +25% to all math skills.



· Alignment remains unchanged.





Flame Dragon:





Ice Dragon




Alignment: 90% Miscreant, 9% Diabolic, 1% Aberrant



A. Alignment: 49% Megalomaniac, 49% Greed-Monger, 2% Honorable Villian



Environment: Mountains, Deserts, Wastelands (latter usually caused by the Dragon)



Horror Factor (Hatchling): 14



Horror Factor (Adult): 18



Size: Hatchlings are 8 feet (2.4 meters) long, Adults are at least 100 feet (30.5 meters) long



Attributes (Hatchling): I.Q. 5D6, M.E. 5D6, M.A. 4D6, P.S. 6D6, P.P. 4D6, P.E. 5D6, P.B. 4D6, Spd. 4D6 (x2 flying)



Attributes (Adult): I.Q. 5D6+10, M.E. 8D6, M.A. 6D6, P.S. 8D6, P.P. 6D6, P.E. 5D6+10, P.B. 6D6, Spd. 6D6 (x2 flying)



PPE (Hatchling): 1D6x20+P.E.



PPE (Adult): 1D6x200+P.E.x2



MDC (Hatchling): 1D6x100+P.E.



MDC (Adult): 1D6x1000+P.E.x2



Armor Rating: Hide is a mega-damage substance that is impervious to normal weapons. Magic, Psionics, and mega-damage weapons have full effect.



Natural Abilities: Nightvision 1000 feet (304.8 meters), see the invisible, and can bio-regenerate 1D4x10 M.D.C. per five minutes.



· Metamorphosis: As Great Horned Dragon



· Teleport: 20%+2% per level.



· Fire Breath: 2D8 M.D., +1D8 M.D. per level. Range of 200 feet +20 feet per level.



Attacks: Bite 2D4 / 2D8, Claw 2D6 / 2D12, Horn 1D8 / 2D8



Psionics: Major psionic; can select a total of eight psychic powers from any categories except super. Select an additional four at fifth level and another four at tenth level. Automatically gains Pyrokinesis.



ISP (Hatchling): M.E.x10, +10 per level (+100 adult)



Magic Knowledge: Full understanding of magic, but a hatchling knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Can also sense ley lines and nexus points and other Dragons; range: 20 miles (32 km). Note that this sensing ability can not pinpoint specific locations, only nearness and general direction.



Spells: Can be learned by the usual means beginning at third level. The hatchling can cast two new spells per level of experience. Able to use fire elemental magic. Fire Elementals see Flame Dragons as equals.



Combat abilities (Hatchling): Equal to hand to hand: basic, +1 melee attack.



Combat abilities (Adult): Eight physical or psionic attacks per melee, or four physical or four psionic plus one by magic.



Average Life Span: Immortal





Bios: The Flame Dragon is the most feared of the Dragons on Mystinar. While the Black Dragon is sneaky, the Flame Dragon isn't. They are the ones who fly into to town and demand tribute. They are the ones who destroy towns whenever they are bored. They are the ones who demand maiden sacrifices. They are also the least common, next to the Gem Horn Dragon.



The Flame Dragon is very big, bright red with an orange underside, armor plates (not as thick as the ones on the Cave Dragon), lots of horns, webbed spikes behind the ears, and tons of white spikes protruding all over their body.



An interesting trick that many Flame Dragons have learned is using the Redirect Breath Talent to channel their fire breath through their hands. This allows them to fly at three times their normal flight speed. The Downside? Flying like this deals 2d6 S.D.C. damage (1d6 M.D.C. in M.D.C. environments) to their wings per melee. This persists until the wings are ripped off.






Crossbreeding:



Flame Dragons may mate with any other creature and produce a viable, fertile child. The child appears to be a humanoid Flame Dragon (50% of them have no tail), but may metamorph to the appearance of the other parent's race (unlimited duration). Note that in order to crossbreed, the Flame Dragon must shape shift into a member of their mate's race, although, something will be a little off (bright red hair, reddish tint to the skin, and yellow eyes). Also note that the resulting offspring registers as a normal dragon to the senses of any dragon below level 10.



The resulting offspring has:



· Supernatural strength and is an M.D.C. creature, M.D.C. equals H.P. + S.D.C., x2.



· Able to sense other dragons.



· Does not age after reaching maturity



· Both breath attacks (damage die one step lower)



· See the invisible



· Bio-regenerate 1D6 M.D. per minute



· 50% have wings, fly at x2 land speed.



· x2 P.P.E. and I.S.P.



· Considered a master psychic



· Ability to mate with members of base race



· Attributes are increased at: I.Q.+6, M.A.+3, M.E.+6, P.S.+10, P.P.+3, P.E.+6, P.B.+3, and Spd.+3



· +25% to all math skills.



· Alignment remains unchanged.





Frost Dragon:



Ice Dragon v1






Alignment: 95% Anarchist, 5% Unprincipled



A. Alignment: 50% Neutral, 50% Selfish



Environment: Arctic, Sub-Arctic, Tundra, or any other cold place



Horror Factor (Hatchling): 10



Horror Factor (Adult): 14



Size: Hatchlings are 6 feet long (1.8m), adults are 75 feet long (22.9m).



Attributes (Hatchling): I.Q. 5D6, M.E. 5d6, M.A. 3D6, P.S. 6D6, P.P. 3D6, P.E. 5D6, P.B. 4D6, Spd. 4D6



Attributes (Adult): I.Q. 8D6, M.E. 8D6, M.A. 3D6+10, P.S. 1d6x10, P.P. 6D6, P.E. 8D6, P.B. 6D6, Spd. 6D6



PPE (Hatchling): 1d4x10+P.E.



PPE (Adult): 1d4x100+P.E.x2



MDC (Hatchling): 1d4x100



MDC (Adult): 1d4x1000



Armor Rating: Hide is a mega-damage substance that is impervious to normal weapons. Magic, Psionics, and mega-damage weapons have full effect.



Natural Abilities: Nightvision 1000 feet (304.8 meters), see the invisible, immune to the cold (no damage), and can bio-regenerate 1d4x10 M.D.C. per five minutes.



· Metamorphosis: As Great Horned Dragon



· Teleport: 20%+2% per level.



· Frost Breath: Deals 2D6 M.D., +1D6 per level, range of 100 feet +10 feet



Attacks: Bite 2d4 / 2d6, Claw 2d6 / 3d8, Horn 1d8 / 1d10



Psionics: Major psionic; can select a total of eight psychic powers from any categories except super. Select an additional four at fifth level and another four at tenth level.



ISP (Hatchling): M.E.x10



ISP (Adult): M.E.x100



Magic Knowledge: Full understanding of magic, but a hatchling knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Can also sense ley lines and nexus points and other Dragons; range: 20 miles (32 km). Note that this sensing ability can not pinpoint specific locations, only nearness and general direction.



Spells: Can be learned by the usual means beginning at third level. The hatchling can cast two new spells per level of experience.



Combat abilities (Hatchling): Equal to hand to hand: basic, +1 melee attack.



Combat abilities (Adult): Eight physical or psionic attacks per melee, or four physical or four psionic plus one by magic.



Average Life Span: Immortal






Bios: The Frost Dragon is a species of Dragon found only in cold climates. Most of them have very few friends, since they always act indifferently to everyone around them. They don’t hate, love, or care for anyone. The only exception is those who cross them, or to whom they have mated with. Essentially, they have the personality of a Dead Fish.



Frost Dragons have a similar build to the White Dragon, but the main difference is that they are covered in a thick, shaggy coat of brown fur. They also lack the frontal horn.






Crossbreeding:



Frost Dragons may mate with any other creature and produce a viable, fertile child. The child appears to be a humanoid Frost Dragon (50% of them have no tail), but may metamorph to the appearance of the other parent's race (unlimited duration), but something will be a little off (lots of body hair). Note that in order to crossbreed, the Frost Dragon must shape shift into a member of their mate's race. Also note that the resulting offspring registers as a normal dragon to the senses of any dragon below level 10.



The resulting offspring has:



· Supernatural strength and is an M.D.C. creature, M.D.C. equals H.P. + S.D.C., x2.



· Able to sense other dragons.



· Does not age after reaching maturity



· Has breath attack (damage die one step lower)



· See the invisible



· Bio-regenerate 1d6 M.D. per minute



· 50% have wings, fly at x2 land speed.



· x2 P.P.E. and I.S.P.



· Considered a master psychic



· Ability to mate with members of base race



· Attributes are increased at: I.Q.+6, M.A.+6, M.E.+0, P.S.+10, P.P.+0, P.E.+6, P.B.-50%, and Spd+3.



· +25% to all math skills.



· Alignment remains unchanged.





Gem Horn Dragon':



Gem Horn Dragon





Gem Horn Dragons are a race of Dragons that tend to live in hidden tropical communities. They are against excessive or needless violence, and oppose evil in all its forms. They appear as a skin-colored dragon with no wings, black claws, which bend like fingers, a crystalline horn, several black horns extending back from their head, a segmented underside, and a mane on their head. On the back of the lower part of their legs are several blades, which have no use in combat. They have a long, sticky tongue, which has a length equal to twice the Dragon's own length. It has the same PS and PP as their body, and is used to grab things (typically prey). 50% of them have feathered wings. Their size and build belies the incredible dexterity and insane speed they possess. They are often called "The fastest Dragons in existence."



Gem Horn Dragon villages always use the terrain to some strategic advantage, and have barriers that can be easily mistaken for a natural one. Their villages usually are very large, covering a large number of acres, individual homes (including "front yards" and "backyards") covering 1-2 acres. The village walls are made of stone, dirt, and plants, specially designed to look natural. Their dwellings are designed in a similar manner on the outside. Sometimes the dwellings are in a cavern.



Those who stumble upon a village will be treated based on alignment or reputation (if known). Someone good aligned will be welcomed with open arms. A selfish aligned person will be viewed with suspicion, or asked to leave, should they be in their village. If the person is in apparent need, they may help him. An evil aligned person will usually be devoured on the spot (some can resist this instinct), unless defended by a good aligned person. Usually the case is the good aligned person needs him, or the evil person seeks to change his or her ways. An evil person who wants that will find help from the Gem Horn Dragons. An evil supernatural being will be killed, no questions asked.



Gem Horn Dragons are able to adapt quickly to their environment, depending on various factors. All are born as Quartz Horn Dragons, and, depending on the environment, 25% of the young will change form to suit that environment when they reach level two (mutation is not passed on to the Dragon's offspring. The mutation gene is recessive, as far as genetics and chromosomes are concerned). However, some will change to a different form that doesn’t depend on the environment. Gold Horn Dragon, one of the varieties, usually sticks to the outer areas of the village, and are always ready to respond to any threats. Amethyst Horn Dragon is sagacious and wise, always leading a Gem Horn Dragon Village. An unchanged Gem Horn Dragon is usually called a Quartz Horn Dragon or Crystal Horn Dragon.



In the middle of the village is usually a clearing near the Elder's house, and sometimes shops are set up on weekends. The young tend to frequent these clearings.



It is rumored that on Rifts Earth there is a Gem Horn Dragon Settlement in the "Land of a Thousand Islands." They have limited trade with a few of the other nations of South America, trading treasure for various technological items (which fascinate them), building supplies, and food. One time a (relatively) weak Splugorth rifted into the middle of a Lizard Man city. It began tearing things up. Several Gem Horn Dragons were in the area, disguised as Lizard Men and thinking on the possibility of trade. They brought their kin and destroyed the alien intelligence. The Lizard Men admired their bravery, and vowed to repay them. The Dragons simply wanted to open up trade, and that was what they got.



The leader of the Dragon village is incredibly ancient. He learned how to make rune weapons from the Dwarves of Palladium (they thought he was a fellow Dwarf). From this, he figured out how to make holy weapons. Now, he allows elderly Lizard Man heroes (the ones too old to fight) to be turned into a holy weapon, so that they can continue to protect their race. The Splugorth are not aware of this Dragon. If they found out, they would avoid a conflict because of how many Dragons there are that would come to protect him.



There have also been sightings in the NGR of Gem Horn Dragons. They live in a subterranean tribe that comes to the surface to face any supernatural threat. Usually, they come to the rescue of soldiers who are hopelessly outnumbered. Many in the NGR see these Dragons as a kind of guardian angel. Human supremacists are unsure about them, since they help Humans as often as they help D-Bees. The Coalition warns them that the Dragons are trying to earn their trust so that they can get them off guard. The common folk look upon the Dragons with great respect. There is one group of the Dragons in the NGR that delivers food and supplies to the less fortunate. Their was one report of a Dragon who came into a town and bought half of everything in a candy shop. Later that Dragon went throughout the region, handing the candy out to children. There are a few Gem Horn Dragons working to bring equal rights to all races. Two of them are card-carrying members of the government, and there is another with the rank of General. The three of them, and several other Gem Horns, are members of the Unmutuals for Free Thought. A few others help Victor Lazlo with his humanitarian efforts.



Lastly, there is a tribe of Gem Horn Dragons on Nightbane Earth, and they are all members of the Lightbringer Faction. The Guardians greatly respect them. One holds the secret to techno-wizardry, and has taught it to several members of the Lightbringer Faction. If he is about to be killed by the spook squad (not likely), he will make a deal: let him live and he will teach them how to combine magic with technology. That they will not refuse.





Creator's Note: A group of Quartz Dragons fled from a powerful fiend. They went from the moon Socrates to Mystinar. There they were taken in by a tribe of White Dragons (the only tribe). As centuries passed, they crossbred with the White Dragons, producing the predecessor of the Gem Horn Dragon. After millions of years, their offspring evolved into the Gem Horn Dragon of today. None of the original Dragons are alive, but their ancestors still exist.



I have been developing and re-developing this Dragon for years. In my mind, in my artwork, and in two RPG's (Dungeons and Dragons and Rifts). I can easily say it is my favorite Dragon. Unfortunately, I could not come up with a better naming convention for the different subspecies.





Special R.C.C. Abilities of the Gem Horn Dragon'





1~ Light Mastery: (they have all of the abilities of the laser jockey O.C.C.)



· Can see all spectrums of light, including infra-red and ultraviolet; can see in the dark as if it were day. No I.S.P. cost.



· Can control light in such a way as to turn invisible at will (unlimited duration).



· Can emit light in a blinding flash. Those trying to attack it with ranged attacks are -5 to strike, and those attacking with close combat / hand-to-hand combat are -7 to strike and parry, and -4 to dodge. However, area magic, psionics, weapons, and other effects are only -1 to strike. I.S.P. 3, Range 3000 feet (914.4m) or line of sight



· Light-based attacks that deal damage, such as lasers, are converted into P.P.E. or I.S.P. on a 1-for-1 basis. I.S.P. 5, Duration 1 melee, Range: Self



· Solar Beam: Can fire a laser from their crystalline horn. Deals 2D6 mega damage +1D6 per level. Adults deal damage on a D8 instead of D6. Has a range of 1 mile (1.6 kilometers).



· Can spit out a cone-shaped spread of laser bolts. Width increases by 5 feet (15.24 meters) per 20 feet traveled (travels 20 feet [6.1 meters] per level). Deals 1D8 mega damage per two levels. Adults deal damage on a D10 instead of a D8.



2~ Other Natural Abilities: Keen Color Vision; See the Invisible; Bio-Regenerates 10 M.D. per round (20 M.D. per round as an adult); Impervious to mind control; Can read, write, understand, and speak all languages at 98%; flies without wings (uses magic, no cost)



· Teleport Self: 24% +4% per level (+8% as adult)



· Dimensional Teleport (Self): 10% +5% per level (+10% as adult)



· Shrink at will (Minimum is that of a rat)



· Walk on walls: Any surface is down for a Gem Horn Dragon, that is, they can walk along walls and ceilings without any harm to them, as long as they are more than half a foot thick.



· Metamorphosis: As Great Horned Dragon



· Automatic Parry, Automatic Dodge



· Psychic Senses: Can instantly sense the alignment of any being within 1 mile (1.6) kilometers, as well as its presence. Can tell if a single creature and others similar to it are supernatural or intelligent with a proficiency of 30% +5% per level. Can identify type of creature at 5% per level (10% adults) as long as it is within half a mile.



3~ Magic Abilities: Full understanding of magic, but a hatchling knows no spells until third level. However, it can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and other enchantments. Can also sense ley lines and nexus points and other Dragons; range of 20 miles (32 kilometers). Note that this sensing ability can not pinpoint specific locations, only nearness and general direction. They learn two new spells per level beginning at third level.



4~ Psionic Powers: A master psychic with the powers of Telepathy, Healing Touch, Photokinesis, and Super Telekinesis. Note that Telepathy is used without any I.S.P. cost. Telekinesis and Photokinesis are used at half-cost. Telepathy has x5 Range, and x2 duration. Selects 8 powers at level one, and one additional power each level. Select one super category power at levels 3, 6, 9, 12, and 15. I.S.P.: M.E. score x10



5~ P.P.E.: Hatchlings get P.E. x10, and adults get P.E.x100





Gem Horn Dragon NPC Ally



& Optional Player Character as a hatchling.



Player Note: Any player character will be a first level hatchling. All the usual limits and conditions for Dragon Hatchlings apply, but it can only be of good alignments, and anything here supersedes the limits in the main rifts book.





Alignment: Any Good.



A. Alignment: Any Good.



Attributes (Hatchling): I.Q. 4D6+2, M.A. 2D6+8, M.E. 2D6+8, P.S. 4D6+6, P.P. 8D6+6, P.E. 4D6+6, P.B. 4D6+4, Spd. 3D6x10 (M.E.x10 flying)



Attributes (Adult): I.Q. 3D6+8, M.A. 2D6+14, M.E. 2D6+14, P.S. 3D6+26, P.P. 8D6+12, P.E. 4D6+12, P.B. 6D6, Spd. 5D6x10 (M.E.x10 flying)



MDC: Hatchlings get 1d8x100+P.E., Adults get 1d8x1000+(P.E.x2)



Awe / Horror Factor: Hatchling is 12, Adult is 16



Combat (Hatchling): Equal to hand-to-hand: Basic. Gets 2 extra attacks.



Combat (Adult): 10 attacks per melee, or four attacks plus one by magic.



Damage: As per supernatural P.S. (Hatchling / Adult); Bite 2D6/2D12, Claw 5D6/5D12, Horn 1D4/1D8



RCC skills: At first level the hatchling can select 8 skills from any category, except Cowboy, Military, Physical, and Piloting. Automatically starts with Math: Basic at 98%, and Math: Advanced at +20%.



Habitat: Native to Mystinar, preferring to live in hidden villages within a tropical rainforest.



Average Life Span: Immortal



Foes: Any evil being.



Allies: Any good being.



Size: Hatchlings are 5 feet (1.5 meters) long. Adults are at least 60 feet (18.2 meters) long.





Varieties:



· Ruby Horn Dragon: They appear in deserts and volcanoes, and have fiery emotions. They take no damage from fire. They are unaffected by smoke. Change the Solar Breath to Fire Breath. Add 10% to P.P. and P.E. Change Photokinesis to Pyrokinesis



· Sapphire Horn Dragon: They appear in marshes, swamps, coastal areas, or other bodies of water, and are the most compassionate of the Gem Horn Dragons. They take half damage from water spells, and fire and cold. They can swim as fast as they fly Swim skill at 98%. Add 10% to P.S. and P.E., and add 100 M.D.C. (1000 adults). Reduce P.P. by 10%. Change Photokinesis to Hydrokinesis



· Citrine Horn Dragon: They appear more often in high altitudes. They have a mane that is thinner and points back, and four wings. These Dragons love intellectual challenges. They still rely on levitation for flight, but they fly twice as fast as any other Gem Horn Dragon. The Citrine Horn Dragon commonly acts as a messenger between the tribes. Apply -10% to P.S., +20% to Spd., and +10% to M.A. Change second breath weapon to wind breath, which blows away anything under 100 pounds per level (250 pounds for adults). Change Photokinesis to Aerokinesis.



· Granite Horn Dragon: They appear in mountains, caverns, deserts, canyons, and wastelands, and focus more on the world around them. They take half damage from earth magic and no damage from acid. They can burrow at half their normal speed. Change the Solar Breath to Acid Breath. Add 10% to P.S. and P.E., and add 100 M.D.C. (1000 adults). Reduce P.P. and P.B. by 10%. Change Photokinesis to Geokinesis.



· Amber Horn Dragon: They appear in areas with a lot of energy or stormy weather, and have the same tendencies as Storm Dragons. Change the Solar Breath to Lightning Breath. Add 10% to P.P., P.E., and M.A., add 35% to Speed, and reduce P.S. by 10%. Change Photokinesis to Electrokinesis.



· Emerald Horn Dragon: They appear only in areas with lots of forest. These Dragons have a more intimate connection with nature than most Gem Horn Dragons. Their mane is dark green (light teal in females). Add a +2 bonus to perception, +10% bonus to Tracking, and a +30% bonus to all Wilderness Skills. Add +10% to P.S., +20% to Speed, and +20% to P.E. Change Photokinesis to Florakinesis.



· Turquoise Horn Dragon: They appear in very cold, frigid areas, have very few emotions, but aren't completely emotionless, and are still kind hearted. Covered in white fur instead of scales. They take no damage from cold, and cannot slip on frozen surfaces or ice. Change the Solar Breath to Breath of Ice. Add 10% to P.S., and P.E., and Add 100 M.D.C. (1000 adults). Reduce M.A. and P.P. by 10%. Change Photokinesis to Cryokinesis.



· Amethyst Horn Dragon: They occur rarely, but at least one is in every village, serving as a leader. Often leads communities of other races, due to their reputation for being good leaders.. They gain a +10% bonus to all knowledge skills and a +5% bonus to all other skills, plus they gain 2 additional skills at level one. Add 10% to P.P., and add 20% to I.Q., M.E., and M.A. Reduce P.S. and P.E. by 10%.



· Gold Horn Dragon: Gem Horn Dragons that engaged in violence (on purpose or not) turn into this Dragon. The Solar Breath becomes Ray of Light, which deals an extra 1D6 damage for hatchlings and 2D6 for adults. Add 10% to P.S., P.P., P.E., and Speed, and add 200 M.D.C. (2000 adults). Change combat skill from Hand to Hand: Basic, to Hand to Hand: Martial Arts (2 of choice from N&SS. Add 10% bonus to all military skills.



· Diamond Horn Dragon: The rarest species of Gem Horn Dragon, and was, until recently, extinct. It is a mutant offshoot of the Gold Horn Dragon, and is extremely powerful. They seem to have a one-track mind when it comes to defending the innocent. Add +40% to P.S., +20% to Speed, +20% to P.E. +20% to M.E., +15% to M.A., and +500 M.D.C. (5000 adults).



Change combat skill from Hand to Hand: Basic, to Hand to Hand: Martial Arts (2 of choice from N&SS. Can select any combat skill or military skill; Add Sacred Breath which deals 1D8 MD per level, range of 20 feet or 6.1m per level (x2 damage vs. Evil, no effect on those who are good). The Solar Breath becomes Ray of Light, which deals an extra 1D6 damage for hatchlings and 2D6 for adults. Add proficiency with all swords. Add +20% bonuses to all military skills. Has a blade on its tail, which deals the same damage as their claws. Also, spikes come out of the tail near this blade. They deal 3D6 damage (3D12 adults)



· Obsidian Horn Dragon: A rare, evil species of Gem Horn Dragon, which is a mutant offshoot from a thousand years before (Quartz Horn Dragons do not mutate into these at level two, rather, they are born as them, but only from another Obsidian Horn Dragon). These Dragons have a black body, black horn, and a blood red mane. They also have dark purple bat wings. The more intelligent ones often pursue necromancy. Add +10% P.S., +10% P.E., and -50% I.Q. Add +100 M.D.C. (+1000 Adults). Change Breath weapons to the ones possessed by the Black Dragon.





Crossbreeding:'



Gem Horn Dragons may mate with any other creature and produce a viable, fertile child. The child appears to be a humanoid Gem Horn Dragon (50% of them have no tail), but may metamorph to the appearance of the other parent's race (unlimited duration), although, something will be a little off, (a quartz cabochon in the center of the forehead, which deals 1d6 MD to you if you try to remove it, even after death). Note that in order to crossbreed, the Gem Horn Dragon must shape shift into a member of their mate's race. Also note that the resulting offspring registers as a normal dragon to the senses of any dragon below level 10.



The resulting offspring has:



· Supernatural strength and is an M.D.C. creature, M.D.C. equals H.P. + S.D.C., x2.



· Immunity to light



· Able to sense other dragons.



· Does not age after reaching maturity



· +3 save vs. mind control



· Both breath attacks (damage die one step lower), if in alternate form, breath attacks are fired from the Crystal on the forehead.



· See the invisible



· Bio-regenerate 1d6 M.D. per minute



· Can sense the alignment of someone within 100 feet



· Psychic Flight at x2 speed for 10 minutes, costs 1 ISP



· x2 P.P.E. and I.S.P.



· Considered a master psychic, automatically gains telepathy.



· Ability to mate with members of base race



· Attributes are increased at: I.Q.+4, M.A.+7, M.E.+7, P.S.+6, P.P.+6, P.E.+3, P.B.+5, and Spd.x2



· +25% to all math skills.



· Alignment remains unchanged.





Storm Dragon:



Storm-dragon-loki-gwyn



Alignment: Any



A. Alignment: Any



Environment: Any



Horror Factor (Hatchling): 12



Horror Factor (Adult): 16



Size: Hatchlings are 5 feet (1.5 meters) long. Adults are at least 60 feet (18.3 meters) long.



Attributes (Hatchling): I.Q. 5D6, M.E. 4D6+3, M.A. 6D6, P.S. 4D6, P.P. 5D6, P.E. 4D6, P.B. 6D6+2, Spd. 6D6 (x2 flying)



Attributes (Adult): I.Q. 5D6+10, M.E. 4D6+9, M.A. 6D6+10, P.S. 6D6, P.P. 8D6, P.E. 6D6+3, P.B. 6D6+12, Spd. 6D6+10 (x2 flying)



PPE (Hatchling): 3D6x10+P.E.



PPE (Adult): 3D6x100 +P.E.x2



MDC (Hatchling): 1D6x100+P.E.



MDC (Adult): 1D6x1000+P.E.x2



Armor Rating: Hide is a mega-damage substance that is impervious to normal weapons. Magic, Psionics, and mega-damage weapons have full effect.



Natural Abilities: Nightvision 1000 feet (30.5 meters), see the invisible, and can bio-regenerate 1d4x10 M.D.C. per five minutes.



· Metamorphosis: As Great Horned Dragon



· Teleport: 22%+2% per level.



· Lightning Breath: 2D6 M.D. +1D6 per level. Range 100ft +10ft per level



· Paralyzing Gas: Target must make a save vs. non-lethal poison or become paralyzed for 1D6 minutes.



Attacks: Bite 2D4 / 2D8, Claw 2D6 / 2D12



Psionics: Major psionic; can select a total of eight psychic powers from any categories except super. Select an additional four at fifth level and another four at tenth level. Automatically gains electrokinesis.



ISP (Hatchling): M.E.x10, +10 per level (+100 adult)



Magic Knowledge: Full understanding of magic, but a hatchling knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Can also sense ley lines and nexus points and other Dragons; range: 20 miles (32 km). Note that this sensing ability can not pinpoint specific locations, only nearness and general direction.



Spells: Can be learned by the usual means beginning at third level. The hatchling can cast two new spells per level of experience.



Combat abilities (Hatchling): Equal to hand to hand: basic, +1 melee attack.



Combat abilities (Adult): Nine physical or psionic attacks per melee, or four physical or four psionic plus one by magic.



Average Life Span: Immortal





Bios: Hyperactivity, playfulness, joke-telling, story-telling, riddling, pulling pranks, and general humorous behavior are common tendencies amongst the Storm Dragons. Most of their intellect is directed towards coming up with smart-mouth responses, and their jokes, stories, and riddles. The evil ones will generally have cruelty in their behavior.



The Storm Dragon is similar in appearance to the Great Horned Dragon, but doesn't look as fierce, and is orange with a yellow underside, instead of green.





Crossbreeding:'



Storm Dragons may mate with any other creature and produce a viable, fertile child. The child appears to be a humanoid Storm Dragon (50% of them have no tail), but may metamorph to the appearance of the other parent's race (unlimited duration). Note that in order to crossbreed, the Storm Dragon must shape shift into a member of their mate's race, but something will be a little off (Carrot-colored hair, slight metalic luster to the skin). Also note that the resulting offspring registers as a normal dragon to the senses of any dragon below level 10.



The resulting offspring has:



· Supernatural strength and is an M.D.C. creature, M.D.C. equals H.P. + S.D.C., x2.



· Able to sense other dragons.



· Does not age after reaching maturity



· Both breath attacks (damage die one step lower)



· See the invisible



· Bio-regenerate 1D6 M.D. per minute



· 50% have wings, fly at x2 land speed.



· x2 P.P.E. and I.S.P.



· Considered a master psychic



· Ability to mate with members of base race



· Attributes are increased at: I.Q.+6, M.A.+10, M.E.+4, P.S.+3, P.P.+6, P.E.+3, P.B.+11, and Spd.+10



· +25% to all math skills.



· Alignment remains unchanged.





Tricran Dragon:






Alignment: Any, but each head may have a different alignment.



Environment: Any



Horror Factor (Hatchling): 14



Horror Factor (Adult): 18



Size: Hatchlings are 10 feet long, adults are at least 100 feet long.



Attributes (Hatchling): I.Q. 6D6, M.E. 6D6, M.A. 6D6, P.S. 5D6, P.P. 4D6, P.E. 5D6, P.B. 4D6, Spd. 5D6



Attributes (Adult): I.Q. 1D6x10, M.E. 1D6x10, M.A. 1D6x10, P.S. 8D6, P.P. 4D6+12, P.E. 8D6, P.B. 8D6, Spd. 8D6



Roll mental attributes separately for each head.



P.P.E. (Hatchling): PEx10, P.P.E. is shared by the heads.



P.P.E. (Adult): PEx100, P.P.E. is shared by the heads.



M.D.C. (Hatchling): 1D6x100+P.E., heads have M.D.C. equal to 20% of the main body’s M.D.C.



M.D.C. (Adult): 1D6x1000+P.E.x2, heads have M.D.C. equal to 20% of the main body’s M.D.C.



Armor Rating: Hide is a mega-damage substance that is impervious to normal weapons. Magic, Psionics, and mega-damage weapons have full effect.



Natural Abilities: Nightvision 1 mile, see the invisible, can bio-regenerate 1d6x10 M.D.C. per five minutes, can regenerate from decapitation unless all heads are destroyed, immune to fire, heat, plasma, coldness, and electricity.



· Metamorphosis: As Great Horned Dragon



· Teleport: 20%+2% per level.



· Breath Attacks: 2D6 M.D. +1D6 per level, 100 foot range, +10 feet per level, x2 damage and range as adult. Head one has Fire Breath, Head two has Ice Breath, and Head three has lightning breath.



Attacks: Bite 2d4 / 2d6, Claw 2d6 / 3d8, Horn 1d8 / 1d10



Psionics: Master psionic; can select a total of eight psychic powers from any categories except super. Select an additional four at fifth level and another four at tenth level. Head one has Pyrokinesis, Head two has Cryokinesis, and Head three has Electrokinesis. All three heads have mind bonded with one another.



ISP (Hatchling): M.E.x10 per head



ISP (Adult): M.E.x100 per head



Magic Knowledge: Full understanding of magic, but a hatchling knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Can also sense ley lines and nexus points and other Dragons; range: 20 miles (32 km). Note that this sensing ability can not pinpoint specific locations, only nearness and general direction.



Spells: Can be learned by the usual means beginning at third level. The hatchling can cast two new spells per level of experience.



Combat abilities (Hatchling): Equal to hand to hand: basic, Twelve physical or psionic attacks per melee, or six physical or six psionic plus one by magic. Each head and the body has only three actions



Combat abilities (Adult): Twelve physical or psionic attacks per melee, or six physical or six psionic plus one by magic. Each head and the body has only three actions



Average Life Span: Immortal






Bios: The Tricran Dragon is an interesting Dragon. Their name means “Three Heads”, which is what they have. Each head is a separate being (counts as three characters in one), each one has its own alignment, mental attributes, mystic knowledge, and I.S.P. pool. They also have their own ambitions and desires. This means they may argue from time to time, but they argue, but this can give them an advantage. They are able to execute extremely complex and coordinated plans, making them excellent tacticians. They appear to be a combination of several dragons, the body of a Great Horned Dragon, and the heads and necks of Flame Dragon, Frost Dragon, and Storm Dragon. Genetic testing reveals they have the DNA of the three latter Dragons and a hydra.



Note to GM’s: It would be very interesting for three player characters to represent a Tricran Dragon’s three heads. Just make sure the three of them get along real well.






Crossbreeding:



Tricran Dragons may mate with any other creature and produce a viable, fertile child. The child appears to be a humanoid Tricran Dragon (50% of them have no tail), but may metamorph to the appearance of the other parent's race (unlimited duration), but something will be a little off (three heads, and that is NOT a little off). Note that in order to crossbreed, the Tricran Dragon must shape shift into a member of their mate's race. Also note that the resulting offspring registers as a normal dragon to the senses of any dragon below level 10.



The resulting offspring has:



· Supernatural strength and is an M.D.C. creature, M.D.C. equals H.P. + S.D.C., x2.



· Able to sense other dragons.



· Does not age after reaching maturity



· All three breath attacks (damage die one step lower)



· See the invisible



· Bio-regenerate 1d6 M.D. per minute



· fly without wings at x2 land speed.



· x2 P.P.E. and I.S.P.



· Considered a master psychic



· Ability to mate with members of base race



· Attributes are increased at: I.Q.+10, M.A.+10, M.E.+10, P.S.+6, P.P.+3, P.E.+6, P.B.+3, and Spd.+6



· +25% to all math skills.



· Alignment remains unchanged.





Water Dragon:



Water Dragon by SUNgoddessOKAMI



Alignment: Any



A. Alignment: Any



Environment: Any Aquatic area occasionally goes onto land.



Horror Factor (Hatchling): 12



Horror Factor (Adult): 16



Size: Hatchlings are 10 feet (30 meters) long. Adults are at least 120 feet (36.6 meters) long.



Attributes (Hatchling): I.Q. 3D6+6, M.E. 4D6+3, M.A. 4D6, P.S. 6D6, P.P. 3D6, P.E. 5D6, P.B. 3D6+4, Spd. 3D6, x2 Spd. underwater



Attributes (Adult): I.Q. 2D6+12, M.E. 2D6+15, M.A. 2D6+12, P.S. 4D6+24, P.P. 3D6+6, P.E. 4D6+18, P.B. 3D6+6, Spd. 4dD, x2 Spd underwater



PPE (Hatchling): 2D4x10



PPE (Adult): 2D4x100



MDC (Hatchling): 2D4x100 +(PE x2)



MDC (Adult): 2D4x1000 +(PE x10)



Armor Rating: Hide is a mega-damage substance that is impervious to normal weapons. Magic, Psionics, and mega-damage weapons have full effect.



Natural Abilities: Nightvision 1000 feet (304.8 meters), swim at 98%, see the invisible, sight not hindered by cloudy water, Impervious to Electricity (no damage), and can bio-regenerate 2D4x10 M.D.C. per five minutes.



· Metamorphosis: As Great Horned Dragon



· Teleport: 22%+2% per level.



· Can breath underwater.



· Lightning Breath: 4D6 M.D., 100ft (30.5 meters), deals 6D6 M.D. and travels 200 feet (71 meters) underwater



Attacks: Bite 2D4 / 2D8, Claw 2D6 / 2D12, Tail Slam 2D6 / 2D12



Psionics: Major psionic; can select a total of eight psychic powers from any categories except super. Select an additional four at fifth level and another four at tenth level. Automatically gains Hydrokinesis.



ISP (Hatchling): M.E.x10, +10 per level (+100 adult)



Magic Knowledge: Full understanding of magic, but a hatchling knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Can also sense ley lines and nexus points and other Dragons; range: 20 miles (32 km). Note that this sensing ability can not pinpoint specific locations, only nearness and general direction.



Spells: Can be learned by the usual means beginning at third level. The hatchling can cast two new spells per level of experience. Can learn Water Elemental spells. Water Elementals see Water Dragons as equals.



Combat abilities (Hatchling): Equal to hand to hand: basic, +1 melee attack. +1 to Strike, parry, and dodge when underwater. Also gets one extra attack per melee when underwater.



Combat abilities (Adult): Eight physical or psionic attacks per melee, or four physical or four psionic plus one by magic. +2 to strike, dodge, and parry when underwater. Also gets two extra attacks per melee when underwater.



Average Life Span: Immortal





Bios: The Water Dragon refers to a wide range of different species of Dragons. The Lake Dragon, the River Dragon, and the Sea Dragon.



The Lake Dragon is the Dragon that is reflected in the statistics above. They live in lakes and reservoirs, often with little activity in their lives. Often they protect the lake they live in, quite fiercely. Woe be to those who dump industrial chemicals within the Dragon's lake!



The River Dragon is 50% smaller than the Lake Dragon, and is three times faster when underwater, instead of two times. Like the Lake Dragon, they will fiercely defend their chosen body of water. Unlike the Lake Dragon, they are quite active, either fighting the river's current or flowing with it. When they need to rest, they sleep in the calmer, shallower parts of the lake, but instantly wake if they hear anyone coming.



The Sea Dragon is twice as large as the Lake Dragon, with a 10% increase to PS and PE. They have huge territories, covering wide areas of ocean. Mariners usually avoid the domains of evil or (sometimes) selfish Sea Dragons, for they will sink their ships and take any valuables they find. Selfish or Good Dragons will usually ignore passing ships, but if a ship is in trouble, then the good Sea Dragon will help. Selfish Dragons might help, but might also ask for a reward.



The Water Dragon is long and serpentine, with spikes going along the top and bottom of its body, with webbing in between them. Near their front they have four thin and short "wings" which function as fins. They also have two short arms coming out of their sides. The Water Dragon is the most colorful of the Dragons, coming in various shades of blue, green, and purple. The exception, of course, is the River Dragon, which is muddy brown, black, and sand-colored.





Crossbreeding':'



Water Dragons may mate with any other creature and produce a viable, fertile child. The child appears to be a humanoid Water Dragon (50% of them have no tail), but may metamorph to the appearance of the other parent's race (unlimited duration), although, something will be a little off (blue-green eyes). Note that in order to crossbreed, the Water Dragon must shape shift into a member of their mate's race. Also note that the resulting offspring registers as a normal dragon to the senses of any dragon below level 10.



The resulting offspring has:



· Supernatural strength and is an M.D.C. creature, M.D.C. equals H.P. + S.D.C., x2.



· Immunity to light



· Able to sense other dragons.



· Does not age after reaching maturity



· Has breath attack (damage die one step lower)



· See the invisible



· Bio-regenerate 1D6 M.D. per minute



· Can sense the alignment of someone within 100 feet



· Can breath underwater and swim at 80% +1% per level, x2 speed underwater



· x2 P.P.E. and I.S.P.



· Considered a master psychic.



· Ability to mate with members of base race



· Attributes are increased at: I.Q.+3, M.A.+4, M.E.+3, P.S.+10, P.P.+0, P.E.+6, P.B.+2, and Spd.+0



· +25% to all math skills.



· Alignment remains unchanged.





White Dragon:



RUTH

White-dragon
White dragon









Alignment: Always Scrupulous



A. Alignment: Any



Environment: Forest



Awe / Horror Factor (Hatchling): 10



Awe / Horror Factor (Adult): 14



Size: Hatchlings are 4 feet (1.2 meters) long, Adults are at least 50 (15.2 meters) feet long



Attributes (Hatchling): I.Q. 4D6, M.E. 4D6, M.A. 5D6, P.S. 3D6, P.P. 6D6, P.E. 3D6, P.B. 5D6, Spd. 5D6 (x2 flying)



Attributes (Adult): I.Q. 7D6, M.E. 7D6, M.A. 8D6, P.S. 5D6, P.P. 6D6+12, P.E. 5D6, P.B. 5D6+10, Spd. 8D6 (x2 flying)



PPE (Hatchling): 3D6x10+P.E.



PPE (Adult): 3D6x100 +P.E.x2



MDC (Hatchling): 1D4x50+P.E.



MDC (Adult): 1D4x500 +P.E.x2



Armor Rating: Hide is a mega-damage substance that is impervious to normal weapons. Magic, Psionics, and mega-damage weapons have full effect.



Natural Abilities: Nightvision 1000 feet (304.8 meters), see the invisible, Immunity to Light (no damage), and can bio-regenerate 1d4x10 M.D.C. per five minutes.



· Metamorphosis: As Great Horned Dragon



· Teleport: 22%+2% per level.



· Laser Breath: Deals 2D6 M.D. +1d6 per level, range of 1 mile.



· Sacred Breath: Deals 1D6 M.D. per level, x2 vs. evil beings, no damage to good beings.



Attacks: Bite 2D4 / 2D8, Claw 4D6 / 4D12, Horn 1D4 / 1D8



Psionics: Major psionic; can select a total of eight psychic powers from any categories except super. Select an additional four at fifth level and another four at tenth level. Automatically gains Photokinesis.



ISP (Hatchling): M.E.x10, +10 per level (+100 adult)



Magic Knowledge: Full understanding of magic, but a hatchling knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Can also sense ley lines and nexus points and other Dragons; range: 20 miles (32 km). Note that this sensing ability can not pinpoint specific locations, only nearness and general direction.



Spells: Can be learned by the usual means beginning at third level. The hatchling can cast two new spells per level of experience.



Combat abilities (Hatchling): Equal to hand to hand: basic, +1 melee attack.



Combat abilities (Adult): Eight physical or psionic attacks per melee, or four physical or four psionic plus one by magic.



Average Life Span: Immortal





Bios: The White Dragon is a species of Dragon that is much weaker than most of the others. They are kind hearted and altruistic, but tend to hide from society because their weakness makes them easy prey for Dragon Slayers, who would hunt them down and sell their valuable body parts. There are still some who live amongst civilization, although they are shapeshifted, so that they are harder for Dragon Slayers to find. Some wilderness people hold the Dragon as sacred, since their breath attack is so effective against evil.



The White Dragon looks much like the Gem Horn Dragons, although their claws are white, and their frontal horn is opaque white. There are only two horns going back from their head, although they are quite large. They also have angelic wings. Because of their similarities to the Gem Horn Dragon, they are believed to be closely related (which they are).





Crossbreeding:'



White Dragons may mate with any other creature and produce a viable, fertile child. The child appears to be a humanoid White Dragon (50% of them have no tail), but may metamorph to the appearance of the other parent's race (unlimited duration), although, something will be a little off (Solid white hair). Note that in order to crossbreed, the White Dragon must shape shift into a member of their mate's race. Also note that the resulting offspring registers as a normal dragon to the senses of any dragon below level 10.



The resulting offspring has:



· Supernatural strength and is an M.D.C. creature, M.D.C. equals H.P. + S.D.C., x2.



· Able to sense other dragons.



· Does not age after reaching maturity



· Both breath attacks (damage die one step lower)



· See the invisible



· Bio-regenerate 1D6 M.D. per minute



· 50% have wings, fly at x2 land speed.



· x2 P.P.E. and I.S.P.



· Considered a master psychic



· Ability to mate with members of base race



· Attributes are increased at: I.Q.+3, M.A.+6, M.E.+3, P.S.+0, P.P.+10, P.E.+0, P.B.+6, and Spd.+6



· +25% to all math skills.



· Alignment remains unchanged.





Astral Dragon:





Alignment: Best to pick it.



A. Alignment: Best to pick it.



Environment: Astral Plane



Size: Varies with subspecies. Some are as small as a toad!



Awe / Horror Factor (Hatchling): Varies with appearance



Awe / Horror Factor (Adult): Varies with appearance



Attributes (Hatchling): Since there are so many species, roll 1d4 to see what each attribute will be rolled for.



1 = 3D6, 2 = 4D6, 3 = 5D6, 6 = 6D6



Attributes (Adult): Add +3 to your above roll, and use this if it goes beyond 4.



5 = 7D6, 6 = 8D6, 7 = 9D6



P.P.E. (Hatchling): P.E.x50, +3D6 per level



P.P.E. (Adult): P.E.x500 +3D6x10 per level.



M.D.C. (Hatchling): P.E.x10 +1D6x10 per level



M.D.C. (Adult): P.E.x100 +1D6x25 per level



Armor Rating: Hide is a mega-damage substance that is impervious to normal weapons. Magic, Psionics, and mega-damage weapons have full effect.



Natural Abilities: Nightvision 1000 feet (304.8 Meters), see the invisible, ectoplasm does not hinder sight, and can bio-regenerate 1D4x10 M.D.C. per minute.



Metamorphosis: As the Great Horned Dragon



Teleport: 24%+3% per level.



*Astral Senses



*Astral Domain (Note: must spend at least 1/3 of base P.P.E. on creating a Domain)



*Astral Reconfiguration



*As per the Astral Lord R.C.C., described in “Between the Shadows”



Can freely go between the physical and astral planes.



Breath Weapon: Roll 1D10 for the breath weapon type. All are M.D. in an M.D. environment, unless noted otherwise.



1. Fire: 2D6 damage +1D6 per level



2. Electricity: 2D6 damage +1D6 per level



3. Cold: 2D6 damage +1D6 per level



4. Darkness: 2D6 damage +1D6 per level



5. Light: 2D6 damage +1D6 per level



6. Acid: 2D6 damage +1D6 per level



7. Wind: Same as the Cloud Dragon.



8. Plasma: 2D6 damage, +1D6 per level



9. Gas: up to you what it does. If poison, deals 1D6 damage per level to H.P. / M.D.C.



10. Reroll, or make up your own.



Attacks: Bite 2D4 / 2D8, Claw 2D6 / 2D12, 25% have Horn 1D8 / 2D8




Psionics: Major psionic; can select a total of eight psychic powers from the three lesser categories, plus two from super. Select an additional lesser category power every 2 levels, and one from super every four levels. Automatically starts off with **Astral Transference, **Astral Navigation, **, Ectoplasmic Net**, Ectoplasmic Whip**, Ectoweave**, Ectoplasmic Disk**, Ectoplasmic Armor**, Ecto-steel**, Ectoplasm**, Telepathy(x5 range and x2 duration, half ISP cost), Geokinesis (2x range, duration, and damage, half ISP cost), Gyrokinesis (x2 range, duration, and damage, half ISP cost), and Astral Bolts. **Note: these powers cost no I.S.P. to use.I.S.P. (Hatchling): 4d6x10+M.E.x10, +1d6 per level



I.S.P. (Adult): 6d8x10+M.E.x100, +2d6 per level



Magic Knowledge: Full understanding of magic, but a hatchling knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Can also sense ley lines and nexus points and other Dragons; range: 20 miles (32 km). Note that this sensing ability can not pinpoint specific locations, only nearness and general direction.



Spells: Can be learned by the usual means beginning at third level. The hatchling can cast two new spells per level of experience. They seem to prefer the dimensional spells that shifters go after.



Combat abilities (Hatchling): Equal to hand to hand: basic, +1 melee attack.



Combat abilities (Adult): Eight physical or psionic attacks per melee, or four physical or four psionic plus one by magic.



Average Life Span: Immortal





Bios: The Astral Dragon (not to be confused with the Zaayr Crystal Dragon), also known as the Ether Dragon, is a group of Dragons composed of astral energy, and they appear in a variety of forms, as they have many different species. They spend most of their time on their domain, occasionally expanding it. Some form communities within their domain, and the people there often regard the dragon as a god or goddess. Those dragons might never leave their domain. All the higher Dragons on Mystinar are each evolved from a species of Astral Dragon that became denizens of the physical plane.





An Astral Dragon can become a denizen of the physical plane by spending 2d6 months on it. After that, it must consume food in order to survive, and can crossbreed with other creatures. They also age in the same way as the higher Dragons on Mystinar.





To wrap things up, I must comment that Astral Dragons love guard duty. Pay is usually open for negotiation. Good Astral Dragons may do it for free, if it is for the greater good.





Armadillo Dragon:





Armadillo Dragon v2





Alignment: Selfish



A. Alignment: Selfish



Environment: Desert



Size: Hatchlings are 3 feet long, adults are 35 feet long.



Horror Factor (Hatchling): 10



Horror Factor (Adult): 14



Attributes (Hatchling): I.Q. 3D6, M.E. 5D6, M.A. 3D6, P.S. 6D6, P.P. 2D6, P.E. 6D6, P.B. 3D6, Spd. 3D6 (x2 when rolling)



Attributes (Adult): I.Q. 6D6, M.E. 8D6, M.A. 6D6, P.S. 9D6, P.P. 5D6, P.E. 9d6, P.B. 6D6, Spd. 6D6 (x2 when rolling)



P.P.E. (Hatchling): P.E.x5, +3D6 per level



P.P.E. (Adult): P.E.x50 +3D6x10 per level



M.D.C. (Hatchling): P.E.x10 +1D6x10 per level



M.D.C. (Adult): P.E.x100 +1D6x25 per level



Armor Rating: Hide is a mega-damage substance that is impervious to normal weapons. Magic, Psionics, and mega-damage weapons have full effect.



Natural Abilities: Nightvision 1000 feet (304.8 Meters), see the invisible, immune to fire, heat, and plasma (no damage), can go ten times longer than a human without water, ectoplasm does not hinder sight, and can bio-regenerate 1D4x10 M.D.C. per minute.



Metamorphosis: As the Great Horned Dragon



Teleport: 24%+3% per level.



*Astral Senses



*Astral Domain (Note: must spend at least 1/3 of base P.P.E. on creating a Domain)



*Astral Reconfiguration



*As per the Astral Lord R.C.C., described in “Between the Shadows”



Can freely go between the physical and astral planes.



Fire Breath: 2D6 mega damage +1D6 per level, range of 100 feet +10 feet per level, range and damage times two as an adult.



Attacks: Bite 2D6 / 4D6



Psionics: Major psionic; can select a total of eight psychic powers from the three lesser categories, plus two from super. Select an additional lesser category power every 2 levels, and one from super every four levels. Automatically starts off with **Astral Transference, **Astral Navigation, **Telepathy(x5 range and x2 duration), and Astral Bolts. **Note: these powers cost no I.S.P. to use.



I.S.P. (Hatchling): 4d6x10+M.E., +1d6 per level



I.S.P. (Adult): 6d8x10+M.E., +2d6 per level



Magic Knowledge: Full understanding of magic, but a hatchling knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Can also sense ley lines and nexus points and other Dragons; range: 20 miles (32 km). Note that this sensing ability can not pinpoint specific locations, only nearness and general direction. Can learn and use Fire Warlock spells.



Spells: Can be learned by the usual means beginning at third level. The hatchling can cast two new spells per level of experience. They seem to prefer the dimensional spells that shifters go after.



Combat abilities (Hatchling): Equal to hand to hand: basic, +1 melee attack.



Combat abilities (Adult): Eight physical or psionic attacks per melee, or four physical or four psionic plus one by magic.



Average Life Span: Immortal





Bios: The Armadillo Dragon is a heavily armored Dragon that looks like a cross between an armadillo and a Dragon. They area species that enjoy dry, hot climates, so their astral domains are often like that. Most get around by rolling up into a ball, which makes for a very good attack (counts as power punch). Most are self-serving snobs without a care for others.





Mosquito Dragon :





Alignment: Anarchist



A. Alignment: Survivalist



Environment: Astral Plane



Size: Hatchling 3 inches, Adult one foot



Awe / Horror Factor (Hatchling): Varies with appearance



Awe / Horror Factor (Adult): Varies with appearance



Attributes (Hatchling): I.Q. 3D6, M.E. 2D6, M.A. 2D6, P.S. 6D6, P.P. 5D6, P.E. 1d6x10, P.B. 2D6, Spd. 3D6 (x2 flying)



Attributes (Adult): I.Q. 6D6, M.E. 5D6, M.A. 2D6, P.S. 9D6, P.P. 8D6, P.E. 1d6x15, P.B. 2D6, Spd. 6D6 (x2 flying)



P.P.E. (Hatchling): P.E.x5, +3D6 per level



P.P.E. (Adult): P.E.x50 +3D6x10 per level.



M.D.C. (Hatchling): P.E.x10 +1D6x10 per level



M.D.C. (Adult): P.E.x100 +1D6x25 per level



Armor Rating: Hide is a mega-damage substance that is impervious to normal weapons. Magic, Psionics, and mega-damage weapons have full effect.



Natural Abilities: Nightvision 1000 feet (304.8 Meters), see the invisible, ectoplasm does not hinder sight, and can bio-regenerate 1D4x10 M.D.C. per minute.



Metamorphosis: As the Great Horned Dragon



Teleport: 24%+3% per level.



*Astral Senses



*Astral Domain (Note: must spend at least 1/3 of base P.P.E. on creating a Domain)



*Astral Reconfiguration



*As per the Astral Lord R.C.C., described in “Between the Shadows”



Can freely go between the physical and astral planes.



Paralyzing Gas: The Dragon spits a ball of gas that explodes upon impact. All within 10 feet are paralyzed for 1D6 melees unless save vs. magic succeeds, in which case the victim only loses one action. The gas vanishes after one melee. Range of 20 feet per level (x2 adult).



Absorb Energy: For each point of damage the Dragon deals with its proboscis, the Dragon steals 1 P.P.E. or I.S.P. from the victim of the attack.



Attacks: Proboscis 3D6 / 6D6, Claw 2D6 / 2D12



Psionics: Master psionic; can select a total of eight psychic powers from the any any category, including mind bleeder. Select an additional lesser category power every 2 levels, and one from super or mind bleeder every four levels. Automatically starts off with **Astral Transference, **Astral Navigation, **Telepathy(x5 range and x2 duration), and Astral Bolts. **Note: these powers cost no I.S.P. to use.



I.S.P. (Hatchling): 4d6x10+M.E., +1d6 per level



I.S.P. (Adult): 6d8x10+M.E., +2d6 per level



Magic Knowledge: Full understanding of magic, but a hatchling knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Can also sense ley lines and nexus points and other Dragons; range: 20 miles (32 km). Note that this sensing ability can not pinpoint specific locations, only nearness and general direction.



Spells: Can be learned by the usual means beginning at third level. The hatchling can cast two new spells per level of experience. They seem to prefer the dimensional spells that shifters go after.



Combat abilities (Hatchling): Equal to hand to hand: basic, +1 melee attack.



Combat abilities (Adult): Eight physical or psionic attacks per melee, or four physical or four psionic plus one by magic.



Average Life Span: Immortal





Bios: The Mosquito Dragon is little more than an energy vampire. They aren’t very bright (by Dragon standards), and have a belligerent attitude. Some are on the side of good, but most are selfish or evil.



Mosquito Dragons appear as an insect-like Dragon with a long needle-like nose. An orifice below the nose is where the breath weapon is shot from. Has four normal dragon wings.





Pestilence Dragon:





Alignment: Diabolical



A. Alignment: Sadist



Environment: Astral Plane



Size: Hatchlings are five feet long, while adults are at least 60 feet long.



Horror Factor (Hatchling): 14



Horror Factor (Adult): 18



Attributes (Hatchling): I.Q. 4D6, M.E. 4D6, M.A. 3D6, P.S. 5D6, P.E. 7D6, P.P. 6D6, P.B. 1D6, Spd. 5D6



Attributes (Adult): I.Q. 7D6, M.E. 7D6, M.A. 6D6, P.S. 8D6, P.E. 1D6x10, P.P. 9D6, P.B. 1D6+2, Spd. 8D6



P.P.E. (Hatchling): P.E.x5, +3D6 per level



P.P.E. (Adult): P.E.x50 +3D6x10 per level.



M.D.C. (Hatchling): P.E.x10 +1D6x10 per level



M.D.C. (Adult): P.E.x100 +1D6x25 per level



Armor Rating: Hide is a mega-damage substance that is impervious to normal weapons. Magic, Psionics, and mega-damage weapons have full effect.



Natural Abilities: Nightvision 1000 feet (304.8 Meters), see the invisible, ectoplasm does not hinder sight, immune to acid, poison, and disease, and can bio-regenerate 1D4x10 M.D.C. per minute.



Metamorphosis: As the Great Horned Dragon



Teleport: 24%+3% per level.



*Astral Senses



*Astral Domain (Note: must spend at least 1/3 of base P.P.E. on creating a Domain)



*Astral Reconfiguration



*As per the Astral Lord R.C.C., described in “Between the Shadows”



Can freely go between the physical and astral planes.



Breath Weapons:



Acid Spit: Deals 1d6 MD per level. Range of 20 feet (50 feet adults)



Poison Cloud: Same as the spell, Miasma.



Saliva can inflict any disease



Attacks: Bite 2D4 / 2D8, Claw 2D6 / 2D12, 25% have Horn 1D8 / 2D8



Psionics: Can only use **Astral Transference, **Astral Navigation, **Telepathy(x5 range and x2 duration), Astral Bolts, and Bio-Manipulation. **Note: these powers cost no I.S.P. to use.



I.S.P. (Hatchling): 4d6x10+M.E., +1d6 per level



I.S.P. (Adult): 6d8x10+M.E., +2d6 per level



Magic Knowledge: Full understanding of magic, but a hatchling knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Can also sense ley lines and nexus points and other Dragons; range: 20 miles (32 km). Note that this sensing ability can not pinpoint specific locations, only nearness and general direction. Can use Necromancy and Spoiling Magic.



Spells: Can be learned by the usual means beginning at third level. The hatchling can cast two new spells per level of experience. They seem to prefer the dimensional spells that shifters go after.



Combat abilities (Hatchling): Equal to hand to hand: basic, +1 melee attack.



Combat abilities (Adult): Eight physical or psionic attacks per melee, or four physical or four psionic plus one by magic.



Average Life Span: Immortal





Bios: A terrible scourge that was created artificially. It is a terrible abomination of a Dragon, covered in filth, pimples, open sores, slime, and other nasty things (failed save vs. horror factor causes vomiting). They have one goal, to spread disease, famine, and suffering. Not much is known about them, since they do not communicate to non-dragons, and they don’t tell anything about themselves.



Quill Dragon



Quill Dragon



Alignment: Any



A. Alignment: Any



Environment: Astral Plane, typically forest domains



Size: Hatchlings are 1 foot long, and adults are at least 10 feet long.



Horror Factor (Hatchling): 13



Horror Factor (Adult): 17



Attributes (Hatchling): I.Q. 3D6, M.E. 3D6, M.A. 4D6, P.S. 4D6, P.P. 5D6, P.E. 4D6, P.B. 3D6, Spd. 4D6



Attributes (Adult): I.Q. 6D6, M.E. 6D6, M.A. 7D6, P.S. 7D6, P.P. 8D6, P.E. 7D6, P.B. 6D6, Spd. 7D6



P.P.E. (Hatchling): P.E.x5, +3D6 per level



P.P.E. (Adult): P.E.x50 +3D6x10 per level.



M.D.C. (Hatchling): P.E.x10 +1D6x10 per level



M.D.C. (Adult): P.E.x100 +1D6x25 per level



Armor Rating: Hide is a mega-damage substance that is impervious to normal weapons. Magic, Psionics, and mega-damage weapons have full effect.



Natural Abilities: Nightvision 1000 feet (304.8 Meters), see the invisible, ectoplasm does not hinder sight, and can bio-regenerate 1D4x10 M.D.C. per minute.



Metamorphosis: As the Great Horned Dragon



Teleport: 24%+3% per level.



*Astral Senses



*Astral Domain (Note: must spend at least 1/3 of base P.P.E. on creating a Domain)



*Astral Reconfiguration



*As per the Astral Lord R.C.C., described in “Between the Shadows”



Can freely go between the physical and astral planes.



Quills: Landing on or running into a Quill Dragon will cause one to be hit by 1D10 quills. Each one deals 1D6 mega damage (2D6 adults)



Launch Quills: The Dragon can launch 1 quill per level at an opponent. Range of 100 feet, +10 feet per level (double range for adults)



Attacks: Bite 2d4 / 2d6, Claw 2d6 / 3d8, Horn 1d8 / 1d10



Psionics: Major psionic; can select a total of eight psychic powers from the three lesser categories, plus two from super. Select an additional lesser category power every 2 levels, and one from super every four levels. Automatically starts off with **Astral Transference, **Astral Navigation, **Telepathy(x5 range and x2 duration), and Astral Bolts. **Note: these powers cost no I.S.P. to use.



I.S.P. (Hatchling): 4d6x10+M.E., +1d6 per level



I.S.P. (Adult): 6d8x10+M.E., +2d6 per level



Magic Knowledge: Full understanding of magic, but a hatchling knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Can also sense ley lines and nexus points and other Dragons; range: 20 miles (32 km). Note that this sensing ability can not pinpoint specific locations, only nearness and general direction. Favors Summoning and Dimensional magic.



Spells: Can be learned by the usual means beginning at third level. The hatchling can cast two new spells per level of experience.



Combat abilities (Hatchling): Equal to hand to hand: basic, +1 melee attack.



Combat abilities (Adult): Eight physical or psionic attacks per melee, or four physical or four psionic plus one by magic.



Average Life Span: Immortal





Bios: The Quill Dragon is like a cross between Dragon and Porcupine. They are covered from head to tail in sharp spines. Quill Dragons are also the only species of Dragon that is completely colorless. The personality and alignment of this Dragon varies as much as humans do. They live in forest-like astral domains, typically using it as a home. They often bring inhabitants to their domain, either willingly or forcibly. There is one Dragon that uses his Domain as a safe-house for the Zaayr Crystal Dragons and other creatures hunted by the Splugorth.





Singularity Dragon:



Singularity Dragon



Alignment: Anarchist



A. Alignment: Survivalist



Environment: Astral Plane



Size: Hatchlings are 7 feet long, adults are up to 80 feet long.



Horror Factor (Hatchling): Varies with appearance



Horror Factor (Adult): Varies with appearance



Attributes (Hatchling): Since there are so many species, roll 1d4 to see what each attribute will be rolled for.



1 = 3D6, 2 = 4D6, 3 = 5D6, 6 = 6D6



Attributes (Adult): Add +3 to your above roll, and use this if it goes beyond 4.



5 = 7D6, 6 = 8D6, 7 = 9D6



P.P.E. (Hatchling): P.E.x5, +3D6 per level



P.P.E. (Adult): P.E.x50 +3D6x10 per level.



M.D.C. (Hatchling): P.E.x10 +1D6x10 per level



M.D.C. (Adult): P.E.x100 +1D6x25 per level



Armor Rating: Hide is a mega-damage substance that is impervious to normal weapons. Magic, Psionics, and mega-damage weapons have full effect.



Natural Abilities: Fly without wings (x2 land speed), breath without air, immune to effects of gravity/vacuum, Night-vision 10000 feet (304.8 Meters), see the invisible, ectoplasm does not hinder sight, and can bio-regenerate 1D4x10 M.D.C. per minute.



Metamorphosis: As the Great Horned Dragon



Teleport: 24%+3% per level.



*Astral Senses



*Astral Domain (Note: must spend at least 1/3 of base P.P.E. on creating a Domain)



*Astral Reconfiguration



*As per the Astral Lord R.C.C., described in “Between the Shadows”



Can freely go between the physical and astral planes.



Gravity Blast: Spits a projectile of high gravity, dealing 6D6 MD, +4D6 per level. Travels 1000 feet per level can be controlled in increments of 1D6



Attacks: Bite 2D4 / 2D8, Claw 2D6 / 2D12, 25% have Horn 1D8 / 2D8



Psionics: Major psionic; can select a total of eight psychic powers from the three lesser categories, plus two from super. Select an additional lesser category power every 2 levels, and one from super every four levels. Automatically starts off with **Astral Transference, **Astral Navigation, **, Ectoplasmic Net**, Ectoplasmic Whip**, Ectoweave**, Ectoplasmic Disk**, Ectoplasmic Armor**, Ecto-steel**, Ectoplasm**, Telepathy(x5 range and x2 duration), Geokinesis (2x range, duration, and damage, half ISP cost), Gyrokinesis (x2 range, duration, and damage, half ISP cost), and Astral Bolts. **Note: these powers cost no I.S.P. to use..



I.S.P. (Hatchling): 4d6x10+M.E., +1d6 per level



I.S.P. (Adult): 6d8x10+M.E., +2d6 per level



Magic Knowledge: Full understanding of magic, but a hatchling knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Can also sense ley lines and nexus points and other Dragons; range: 20 miles (32 km). Note that this sensing ability can not pinpoint specific locations, only nearness and general direction.



Spells: Can be learned by the usual means beginning at third level. The hatchling can cast two new spells per level of experience. They seem to prefer the dimensional spells that shifters go after.



Combat abilities (Hatchling): Equal to hand to hand: basic, +1 melee attack.



Combat abilities (Adult): Eight physical or psionic attacks per melee, or four physical or four psionic plus one by magic.



Average Life Span: Immortal





Bios: The Singularity is a rare Dragon found scarcely throughout the Astral Plane. This is because they are hunted for the valuable Gyro Crystals that grow on their bodies. The Singularity Dragon is a tough adversary, if you want its crystals. They living embodiments of Gravity, which makes them masters of Gravity. They can easily use gravity to attack or defend, as well as confuse. Few have defeated these Dragons, but those few are enough to threaten them with extinction.



Singularity Dragons appear as a black raptor-like Dragon, without forearms. A ridge of spines runs along its back. They are studded with 1d10x10 Gyro Crystals. These black crystals command a price of no less than 500,000 Credits e





Jumper






Alignment: Any, typically Anarchist



A. Alignment: Any, typically Survivalist



Environment: Tropical



Horror Factor: 8



Size: 6 feet long



Attributes: I.Q. 2d6+2, M.E. 4D6, M.A. 2D6, P.S. 3D6 (x2 in legs), P.P. 6D6, P.E. 5D6, P.B. 2D6, Spd. 2D6



PPE: 3D6+P.E.



MDC: 2D6x10+P.E.



Armor Rating: Hide is a mega-damage substance that is impervious to normal weapons. Magic, Psionics, and mega-damage weapons have full effect.



Natural Abilities: Nightvision 1000 feet (304.8 meters), Track by smell 82% +2% per level, Auto-Dodge



· Jump: Can jump a distance equal to, in feet, its leg P.S. plus its P.P.



· Glide: Can glide a distance of 1000 feet.



Attacks: Bite 2D6, Impale 5D6, Slash 5D6, Impale and Slash damage x2 in a leap attack



Psionics: Same as human



Magic Knowledge: By O.C.C.



Bonuses: +5 Strike, +5 Dodge (both only during leap attack)



Average Life Span: Immortal






Bios: The Jumper is a master of jumping, as its name would suggest, and is nearly impossible to catch. They use their claws and horn to execute devastating leap attacks. All of them jump to get around, as running is too slow. Jumpers hunt in packs, using their rapid successions of jumps to confuse their opponent(s), and then they move in for the kill, using leap attacks. They use either their huge claws to gut a foe, or a large frontal horn to impale them. Jumpers are also not very bright, often taking on larger opponents. They are also very stubborn.



An adult Dragon once had an encounter with a lone Jumper. He could not catch it. Finally, he (easily) outsmarted it by tricking the creature into jumping into a lake, and jumpers can’t swim. It managed to scramble to shore, and left the Dragon alone.



As for appearance, the Jumper is like a long, thin, bipedal lizard, with an oversized horn, legs, and claws. (I will provide a picture later on)

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