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Draconchilde (or, the Draconkind)

By:
Spiral
**Origins**
In 89 P.A., the techno-wizard Regius created the first of a new breed of warriors.
These chosen few, originating in the city-state of
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Kingsdale have since begun to appear all over the North American continent. It has
been just over fifteen years since the creation of
the first Dragon Juicer. They have made their place in the world, as all juicers
inevitably do. As with all juicers, many fade into
oblivion, their short lives accented only by the deeds they achieved in life. So
they live fast and die young. They taunt death and play
gods. They party hard along the way.
And they are leaving children as their legacy.
Who could have known what their offspring would produce? These men, who became
changed creatures through the mingling with
potent, mystical blood, have somehow passed some arcane essence to their offspring.
The result of this change has created creatures
unlike their human parents. In some ways, they are even more alien than the Dragon
Juicer, with certain draconian traits and instincts
that are second nature to them.
**Draconkind**
This curious, new race -- Draconkind, as they are called by some -- display varying
levels physiological mutations, from merely
cosmetic differences to actual supernatural changes. However, even the least of
them rival skilled warriors and scholars. They exhibit
many of their dragon-like qualities at birth, including some level of cognicent
reason. Many practitioners of magic attribute this to the
dragon's blood: in much the way that dragon hatchlings are born with skills and
abilities, the Draconkind are born with some remnant
of the skills of their progenitors.
At birth, the average Draconchilde looks human, with no overt differences to the
naked eye. They are born as S.D.C. creatures, and
need all the normal care of an infant. However, creatures sensitive to the
supernatural, including psi-stalkers and dog boys, will
instantly recognize the newborn as a creature of magic. See Aura will reveal the
Draconchilde's supernatural nature.
As the child grows, it's true nature readily becomes evident. First of all, a
Draconchilde will grow at four times the normal rate for the
first five years of their life. During this time, their body undergoes several
physiological changes that result in supernatural abilities
ranging from enhanced strength and endurance, supernatural regeneration, and
magical and psionic abilities.
By their fifth birthday, all Draconkind have reached full maturity (look about 20
years old). At this stage, all inherent abilities are
known, and the Draconchilde will have become somewhat skilled in using them.
Perhaps it is the solitary nature of dragons that still
reside within them, but most Draconkind will leave their parent (or parents, if the
Dragon Juicer is still living) and begin a life of
wanderlust. They have little tolerance for others of their race (similar to the
territorialism exhibited by dragons) and can sense the
presence of another Draconchilde within a half-mile for every experience level.
To create a Draconchilde, first choose the character's race. Remember that
Palladium does not allow inter species offspring, so the
character's race must be one of those listed as being compatible with Juicer
augmentation (Humans, True Atlanteans, Elves, Dwarves,
Ogres, some Wolfen, etc.). Since the Splugorth do not allow Dragon Juicer
conversion, their expanded list of compatibility is not
applicable. Once the race is chosen, add the following bonuses:
I.Q. +2
M.E. +1D4
M.A. +1
P.S. +1D6
P.P. +2
P.E. +2D4
P.B. +1D4
Spd. +2D4
Note that strength and endurance are NOT automatically considered supernatural. See
below.
Powers common to all Draconkind: Nightvision 25 ft.; +2 to save versus toxins; +2
to save versus magic; +1 to save versus psionics.
Add one attack per melee.
Next, roll 1D4 times using a D20 on the following table to determine the
character's appearance and abilities:
1. Skin discolorations that resemble the markings of a dragon. May sometimes be
mistaken for elaborate tattoos. Will cover at
least 60% of the character's body. Add 1D4x10 to S.D.C. or 2D6 M.D.C. (this power
does not MAKE you M.D.C., but will
add to it, if it is already possessed)
2. Body hair has become a porcupine-like substance, resembling quills or spines.
This covers the entire body, but is most
prominent on the head, back, and forearms. 50% chance of being strong enough to use
as a weapon: 2D6 from a backhand
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punch, 4D6 from a body block.
3. Skin is scaled, like a reptile. This turns the character into an M.D.C.
structure with a 20 point base.
4. Eyes are slitted and reptilian, providing Nighvision 90 ft. These can be hidden
with reflective sunglasses.
5. Fingernails resemble animal claws and are hard enough to be used as weapons. 2D6
damage.
6. A breath weapon has formed. Choose fire, ice, acid or poison. Does 3D6 damage.
Can be used as an additional attack once
per melee.
7. Heightened reflexes provide 1D4 to P.P. and an additional attack per melee.
8. Character has a supernatural P.S., and a base M.D.C. of 5.
9. Character's body naturally generates some Juicer chemicals, providing an
additional attack; +1D6 to P.P.; +2D6 to P.S., P.E.,
and Spd.; and +3 to Strike, Parry, and Dodge. Also receives Auto dodge. Life span
is about fifteen years (ten years of
maturity).
10. Enhanced Healing regenerates four times the normal rate.
11. Enlarged canines can be used for attack. 2D6 damage.
12. Increase any one attribute by an additional 1D6.
13. Eyes are slitted and reptilian, providing See The Invisible. These can be
hidden with reflective sunglasses.
14. Character adds 2D4x10 to his P.P.E. base. Has a +15% chance when rolling for
psionics. These characters will be bent
toward magic use or psychic character classes.
15. Character has a tail, 1D6+1 feet long. Can do a whip attack for 2D6 damage.
16. Teleportation (per a Dragon's powers) is possible once per hour, 35% chance
plus 2% per additional level. Takes an entire
melee.
17. Character adds 15% to 3 skills of choice.
18. Increase height by 1D4 feet and weight by 2D6x10 lb. PS +1D6. Add 2D4x10 to
S.D.C. or 4D6 M.D.C. (this power does not
MAKE you M.D.C., but will add to it, if it is already possessed)
19. Limited shape-change ability allows the character to appear completely human.
Duration: a half-hour for each level of
experience.
20. Character possess large, reptilian wings that provide a flying speed of 2D6+10.
OR (OPTIONAL) the dragon's blood
provided a catalyst for a new mutation. Choose one minor power from Heroes
Unlimited, Villains Unlimited, Aliens
Unlimited, or Spiral's powers. :)
Available O.C.C.'s: Can be any Adventurer or Scholar (including Gypsy classes,
Sailor, Gaucho, or any class not overtly combat-
related). Can select any Man-At-Arms except Borg or Crazy. Can select any Magic
O.C.C. (see notes on Symbiotes and Tattoos
below). Among Juicers, only the Dragon Juicer type can be chosen, but the
Draconchilde burns through the achemically treated
dragon's blood in ONE MONTH, leading to exhorbant expense or a life of hunting down
dragons. In addition, the IMRSS unit cannot
be installed due to the Draconchilde's natural immune system, so the standard
Juicer regenerative powers are not present. Finally, a
Draconchilde will only live a total of 2 years plus 3D6 months as a Dragon Juicer.
Less than 0.01% choose this.
Cybernetics, Implants, and Symbiotes: All Draconkind possess auto-immunities to
implants, and thus, can never receive
cybernetics: their bodies will not accept them. Neither can they accept symbiotes.
Magic tattoos are ineffective, regardless of the
original race (True Atlanteans will possess the marks of heritage, regardless of
their uselessness).
Psionics and Magic: Same as original race, unless other bonuses are rolled.
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A note about Lifespan: No one knows how long the Draconkind will live. It has been
fifteen years since the first was born, and many
show no signs of aging since maturity. Others (like those with natural Juicer
abilities) have already begun to die. Roll D6 to determine
the approximate life span (GM may wish to do this without the player's knowledge).
This is in additional to the five years of growth at
the start of life.
1 2D4+5 years
2 2D6+10 years
3 3D6+20 years
4 2D4x10 years
5 3D6x10 years
6 1D4x100 years
Xp table: Use the table corresponding to whatever O.C.C. is chosen

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