Tryamour R.C.C: Great Horned Dragon IQ: 23 ME: 15 MA: 14 Trust/Intimidate: PS: 23, supernatural Lift: Carry: PP: 13 PE: 23, supernatural PB: 25 Charm/Impress: 75% Spd: 13 MDC: 355 PPE: 120 ISP: 100 HF: 12 Age: 1 year Level: 3 XP: 8,675 Needed: 1,325 Alignment: Unprincipled Color: White Eyes: Emerald Green Gender: Female Height: Weight: Natural Abilities: Flight: 70 mph Nightvision: 90 feet See the Invisible Fire/Cold Resistant: 1/2 damage from these attacks Bio-Regeneration: 1D4x10 MDC every 5 minutes Metamorphosis: 2 hrs/level of experience (tripled near a ley line) Teleport: 32% (+2% per level of experience) Charm/Impress: 75% Psionics: Healing Touch: 6 Sense Magic: 3 Telepathy: 4 Detect Psionics: 6 Sixth Sense: 2 Sense Evil: 2 Telekinesis: Small: 3 Medium: 8 Large: 8 for the first 20 lbs, +1 for every additional 10 lbs. Empathy: 4 RCC Skills: Language: Dragonese: 98% Language: American: 98% Literacy: Dragonese: 98% Literacy: American: 98% Basic Math: 98% Hand 2 Hand: Basic Wilderness Survival: 54% (+5% per level of experience) Track Animals: 44% (+5% per level of experience) Hand 2 Hand: Airborne Surveillance: 44% (+5% per level of experience) Hunting Prowl: 42% (+5% per level of experience) Attacks: Fire Breath: Damage: 2D6 MDC Range: 60 feet Kick Attack: 1D6 MDC Mid-Air Grappling Swoop Attack Restrained Punch: 4D6+8 SDC Regular Punch: 2D6 MDC Power Punch: 4D6 MDC, counts as two attacks Tail Swat/Swipe: 3D6 MDC Claws: 2D6 MDC Bite: 2D4 MDC Body Block/Ram: 2D4 MDC, counts as two actions; add 1D6 MDC if secondary attack is used, counts as 1 additional attack W/ Slide and Crash: same as above, add 1D4 for crash must roll with impact to take half damage Ground Combat Bonuses: Attacks/melee: 3 Pull punch: +2 Roll with impact: +2 Parry/dodge: +2 Airborne Combat Bonuses: Initiative: +2 Automatic initiative vs. ground-based opponents Attacks/Melee: 3 Dodge: +2 Roll w/ Impact: +2 +2 when ramming Automatic Dodge Higher initiative than immediate air-based opponent means you can stay on his 6 o'clock high (limiting his counterattack abilities to those he can fire backward) Can attempt to latch onto flying opponent and grapple in mid-air Saving Throws: vs. Poison: +4 vs. Magic: +4 vs. Coma/Death: +16% Equipment: Backpack White doeskin cloak AR: 8 SDC: 30 Weapons: None Armor: None Money: 6000 credits Magic Knowledge: Full understanding of magic, but knows no spells yet. However, can read magic, use scrolls, and recognize magic circles and enchantment. Can also sense ley lines and nexus points and other dragons; range: 20 miles. 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. Invisibility: Simple Range: Self only. Duration: 3 minutes (12 melees) per level of experience. Saving Throw: None. PPE: 6 The spell caster and anything he is wearing or carrying at the time of the invocation are turned completely invisible. Any object picked up after the character has become invisible remains visible. Likewise, any object on his person that is dropped becomes visible. Neither normal nor nightvision can detect invisibility; only beings who can naturally, psionically, or magically see the invisible can see the spell caster. Infrared and heat detectors can also pinpoint an invisible person. Although the invisible person is imperceptible to the eye, he still retains physical mass. This means he cannot go through walls nor can weapons pass harmlessly through him. The character still makes noise, leaves footprints, and physical and magical contacts/attacks still affect him as usual. While invisible, the mage can talk, weave spells, walk, climb, run, open doors, carry objects, and perform other acts of physical exertion, including combat, and remain invisible. The invisibility is terminated when the magic's duration has elapsed or the mage cancels the spell. Note: if cut, only the blood is visible. Multiple Image Range: Self Duration: One minute/4 melees per level of experience. Saving Throw: Special penalty of -4 to save. PPE: 7 An illusion that creates three exact duplicate images of the mage which mimic his every movement exactly. Only piercing the image with iron will dispel that particular image. This is a great way to confuse, scare, and distract an opponent or opponents. Provides the mage with the bonus of +2 on initiative, +2 to dodge, and +1 to strike. Viewers may be able to see through the illusion and identify the true person, but such rolls vs. magic are at a -6. Average Life Span: 6000 years Disposition: Tryamour was a bit of a brat at first, but is slowly maturing. At times, however, she still lives up to her name, which means "Trial of Love." She has developed a bit of a white knight complex, although she does try to consider the risks, first. She loves children, and being fussed over. She's still quite impulsive, and mischievous. While she doesn't always listen to people in charge, she WILL listen to Ch'Dith. Her temper is mercurial, but she rarely gets truly angry. For the most part, she has developed into a very complex character. History: Tryamour's parents were evil dragons who terrorized several towns near their lair. The North Star Company was hired to get rid of them. During the battle, which the NSC won, several NSC members were killed, including Ru`ach. Afterwards, some members explored the lair. Inside, they found 3 hatched eggs, as well as one unhatched one. A few members wanted to destroy the egg, but Ch'Dith, the NSC's resident dragon, stopped them. He took it back to the NSC HQ, where Tryamour hatched. She was raised by the NSC, and formed a lasting friendship with Ch'Dith, who soon became her mentor.