Ilarion Drake

   Ilarion is one of the Earths young Celestial Dragons. He usually poses as a corporate raider operating out of New York City, and seems to simply like accumulating wealth. Personally he usually takes the form of a blonde young man, apparently of scandanavian ancestry, in a neat business suit. He has a fondness for viking memorabalia, which may say something about his history, and no known close relationships with the other dragons. If and when the players find out too much more about his past (rather than his abilities, which they pretty much understand), I’ll update this page and/or add another.

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Ilarion Drake

Value Characteristic Points
30/60 STR 20
20 DEX 30
23 CON 26
12/15 BODY 4
13 INT 3
14 EGO 8
20 PRE 10
15 COM 2
6/9 PD 0
5/8 ED 0
4 SPD 10
11 REC 0
36 END -5
39/42 STUN 0
  Total 108

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Points Powers END
6 Elemental Control; Draconic Powers (10-pt reserve); Plasmatic Powers Only (-.25), Dragon Powers Only (-.25), Visible (Easily detectable with appropriate instrumentation or magic, -.25).  
a-4 Growth-3 (×8 mass, ×2 height); Mass: 0 kg/0.00 lbs; Height: 0 cm/0″; Extra STR: 15; Knockback Reduction: -3; Extra BODY: 3; Extra STUN: 3; DCV Penalty: -2; PER Penalty: +2; Reduced END: Zero, +½; Always On: -½; Physical; Cannot be deactivated, needs extra “food”, etc.: -½ 0
b-4 Density Increase-3 (×8 mass); Mass: 0 kg/0.00 lbs; Extra PD: +3; Extra ED: +3; Extra STR: +15; Knockback: -3″; Reduced END: Zero, +½; Always On: -½; Physical; Cannot be deactivated, needs extra “food”, etc.: -½; Visible: Huge size and scales: -¼ 0
c-8 Armor (10 PD/10 ED); Always On: -½; Visible (Scales): -¼  
d-3 10″ Flight (NC: 20″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 30; Gestures (Must flap wings): Constant Power, -½; Must have enough room to spread wings: -½; Only in Hero (Draconic) Form: -¼ 2
e-8 Life Support (total); Always On: -½; Young children must be stabalized either by their parents or by being embedded in a biosphere. They cannot survive in space unaided for long. Older or “adolescent” children may or may not have learned to survive indefinitely in space, but can for at least a little while. In either case, youngsters need to eat a good deal, simply to add mass. Their sense of taste and smell is also somewhat limited.  
f-7 Shrinking-2 (DCV +4, Height 0 cm/0″); Mass: 0 kg/0.00 lbs; Knockback Increase: 6; PER Bonus: -4; Reduced END: Zero & Persistent, +1; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Concentrate: 0 DCV, -½; Does not provide DCV or Perception modifiers beyond cancelling out those for growth.: -½; Requires “Dragonlore” Skill Roll: -½; Side Effects: 3d6 Stun Drain: 30/Half, -½ 0
g-2 Shape Shift (Local Sentient Species) (Single Form); Reduced END: Zero & Persistent, +1; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Concentrate: 0 DCV, -½; Requires “Dragonlore” Skill Roll: -½; Side Effects: 3d6 Stun Drain: 30/Half, -½; Linked to Shrinking: -½ 0
h-14 Modified Characteristic: STR; Ignores Leverage and Action/Reaction: +¼; Reduced END: Zero, +½; No Knockback: -¼; Activation: 14-, -½  
     
11 Minor Draconic Powers; Easily detectable with appropriate instrumentation or magic (Visible, -.25).  
(2) Extra Limbs (Wings and Tail) (3); Number: 3; Always On: -½; No fine manipulation: -½  
(4) Flash Defense (Sight, 5 pts)  
(3) Ultraviolet Vision; Causes color-value distortions when looking at pigments, art, decorations, & signals intended for human eyes.: -0.25  
(2) Immunity: The Eleven Lights Of Luathon; Frequency: Fairly Common  
     
36 Dragonlore Multipower (90-pt reserve); The Dragonlore channels the living magic of a dragon’s supernatureal life-force into various effects. This can easily overstrain the unskilled and leaves a lot of information – the user’s species, sex, rough power levels, state of health, approximate age, rough level of skill, etc – available to skilled observers. It requires an unmodified or “flat” skill roll to use (-.25) and a normal skill check to change slots (-.5), has a side effect of draining 2d6 Stun and 2d6 End if you fail to use it (-.5), and creates a unique power signature as above (-.25).  
u-2 8d6 Dragonfire Energy Blast; Range: 250; Versus: ED; Reduced END: Half, +¼ 2
u-2 5d6 Dragonfire Energy Blast; Range: 250; Versus: ED; Area Effect (Cone): 5″ long, +1 5
u-1 +30 PRE Dragonaura; For attacking only: -½  
u-1 Hand-to-Hand Attack (Elemental Energy) (8d6, Total 20d6); Range: 0; Reduced END: Half, +¼ 1
u-1 Starchilde; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Only in Hero (Draconic) ID: -¼  
(2) Doesn’t Eat, Excrete or Sleep; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Only in Hero (Draconic) ID: -¼  
(3) Celestial Navigation; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Only in Hero (Draconic) ID: -¼ 14-
(10) Faster-Than-Light Travel (2000 LY/Year); Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Only in Hero (Draconic) ID: -¼  
u-1 Magesight  
(4) Enhanced Perception (Normal Sight, +5 to PER)  
(4) Detect Magic (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5  
(2) Discriminatory Sense Magesight (Normal Sight)  
u-2 10d6 Telepathy 5
u-1 Shields; Force Field (15 PD/0 ED); Reduced END: Half, +¼; Hardened: ×1, 0.25; Variable Defence; May shift between PD, ED, MD, Flash D, & Power D, as desired.: Any, +½ 1
u-1 Shields II; Force Field (15 PD/0 ED); Reduced END: Half, +¼; Hardened: ×1, 0.25; Variable Defence; May shift between PD, ED, MD, Flash D, & Power D, as desired.: Any, +½ 1
u-1 Hand-to-Hand Attack (10d6, Total 22d6); Range: 0 3
u-2 Hand-to-Hand Attack: Cosmix Axe Flat (20d6, Total 32d6); Range: 0 6
u-2 4d6 Killing Attack (HTH): Cosmic Axe (Total 8d6); Range: 0 6
u-1 2d6 Aid: To any one technological device (Fade/5 min., Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Vulnerable devices often explode afterwards.: -1; Must continiously feed energy into the device to sustain the effect: -1 2
121 Total Powers  

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Points Skills, Talents, Perks Roll
10 Money (Filthy Rich); Activation (Hates to spend his horde.): 14-, -½  
5 Knowledge: Finance 14-
3 Knowledge: Scandanavia 12-
3 English (Completely Fluent w/accent); Literacy: Standard, 0  
     
12 Follower (“Dragonseye” Arcane Computer) (1, 60 pts, 0 Disad.); Number: 1, +0  
     
  Draconic “Everyman” Skills :  
0 Concealment 8-
0 Conversation 8-
0 Draconic (Native Accent); Literacy: Standard, 0  
0 Dragon “Pack” (Flight) Tactics 8-
0 Deduction 8-
7 Dragonlore
; Skill in manipulating their natural magic. Required for multipower use.
14-
0 Flight 8-
0 Knowledge; The Great Old Ones and their Minions 8-
0 Paramedic 8-
0 Rune Magic
; Similar to “Electronics” and “Computer Programming” when dealing with rune magic devices.
8-
0 Stealth 8-
     
0 Language from Birth Planet (Native Accent); Literacy: Standard, 0
; For most dragons this is a dialect from the 1400’s or thereabout. Most have acquired a few more languages, although a few just rely on the Dragonseyes to provide them.
 
0 Home Area Knowledge 8-
40 Total Skills, Talents, Perks  

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70+ Disadvantages
  Physical Limitations :
10 Poor manipulative abilities as dragons (Infrequently, Greatly)
10 Poor understanding of “normal” beings. (Frequently, Slightly)
10 Inherently Magical. Mood and health somewhat affected by current magical environment, readily detected by mages, etc. (Infrequently, Greatly)
10 Can be – eventually – beaten into submission. This temporarily changes “Arrogant Predator” to “Servile & Submissive” – at least long enough for a mission. (Infrequently, Greatly)
10 Adolescent: Physically roughly equivalent to 13-16, Mentally younger. This causes the same kind of problems it causes humans. (Frequently, Slightly)
   
  Psychological Limitations :
20 Arrogant Predator (Very Common, Strong)
15 Greedy (Common, Strong)
10 No Code vrs Killing (Uncommon, Strong)
5 Mild Claustrophobia. This won’t stop them, but things like sneaking thru confined spaces just don’t tend to occur to them. (Uncommon, Moderate)
   
20 Distinctive Features; Dragon. Concealable with magic.; Concealability: Concealable, 10; Reaction: Extreme, +10
20 Prohibition (QV; Mystic Masters sourcebook) (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
; Must obey the strictures of the Codex Draconis – honorable combat with other dragons, discouraging all-out duels (“Friendly” little dominance-struggles are fine), always doing what they can to frustrate the Great Old Ones, and so on) on pain of being ostracized – and possibly regularly beaten up, enslaved, or even (In really EXTREME cases) slain by all the other dragons on the planet.
15 Hunted; Minions of the Great Old Ones (8-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Accidental Change to true draconic form when exposed to space conditions. (14-)
15 Secret Identity
; This can get pretty complicated between their longevity, shapeshifting, and pursuers, dragons may have quite a few ID’s. Fortunately, these only tend to involve the host culture; they generally know who each other are.
10 Rivalry; Any other young dragons of the same sex in the vicinity (IE; On the same planet).; Situation: Professional and Romantic, 10; Position: Equal, +0; Rival: NPC, +0
; Dominance-squabbles are an occasional aspect of this, but aren’t too serious as far as dragons are concerned.
5 Reputation. Almost anyone can recognize a dragon and has a general idea of what they do. (11-); Only applies to true dragonform.: -1
200 Total Disadvantages

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COSTS: Char.   Powers   Total Total   Disadv.   Base
  108 + 161 = 269 270 = 200 + 70

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OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
7 7 / 5 / 11 5 0 19/10 18/10 3, 6, 9, 12

Race: Celestial Dragon

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