Dragon Hatchling R.C.C.: Tiger Salamander

The Tiger Salamander is a supernatural creature believed to be related to dragons by most sages. They appear to be striped multicolored lizards with three fingers and a thumb on each leg. They have several supernatural abilities unique to their species and lack several of the powers of true dragons. They are usually wild and crazy in their actions, but under their seemingly crazed actions is usually some ultimate plan. Note: These creatures are an original creation of mine.

  • Alignment: Any, but lean toward anarchist.
  • Attributes: I.Q: 2D6+6 (+10), M.E.: 3D6 (+6), M.A.: 2D6+12 (+6), P.S.: 3D6 (+10), P.P.: 3D6 (+6), P.E.: 3D6(+4), P.B.: 4D6, Spd.: 6D6 (+2D6) running on ground, double that swimming, cannot fly.
  • M.D.C.: 80 plus P.E. plus 2D6 per level of experience. (1D4x500 plus 1D4x10 M.D.C. per level of experience)
  • Horror Factor: 10 (14)
  • Size: 10 feet long. (20 feet long)
  • Weight: about 125 lbs. (up to 1000 lbs.)
  • Average Life Span: 750-1000 years. Reaches maturity around age 300.
  • P.P.E.: P.E.x10
  • R.C.C. Skills:
  • Science: Mathematics - Basic 98%
  • Technical: Language - Any one 98%
  • Technical: Language - Dragonese 98%
  • Physical Swimming: 90%
  • Six skills of choice from Communication, Domestic, Military, Pilot, Pilot Related, Rogue, Technical and Wilderness.
  • Four additional skills at levels 4 and 8.
  • Natural Abilities:
  • Bio-Regeneration: 3D6 M.D.C. per minute.
  • Breath Under Water: Can survive under water or on dry land for any amount of time. Can safely survive water pressure up to 1 mile deep.
  • Chameleon: Although the Tiger Salamander cannot become invisible, it has a chameleon ability, the same as the spell, that it can activate on itself and possessions at will.
  • Heightened Senses: Heightened hearing, olfactory and sight. -30% to prowl rolls and penalties for being blinded are half.
  • Nightvision: 1200 feet.
  • Teleporting:The Tiger Salamander is a master of line-of-sight teleportation. They can teleport themselves and up to 10 lbs. per level of possessions up to 1 mile away, as long as they have a direct open line of vision to their target and their. This power can be used once per melee round at a cost of only 5 P.P.E.
  • Psionics: A major psionic with six minor psionic powers. Can choose one super or two minor additional powers at levels 3, 6, 9, 12, 15.
  • I.S.P.: M.E. plus 3D4x10 plus 2D4 per level of experience.
  • Magic: No spells to start, but may use Techno Wizard items. Can start to learn magic spells at 3rd level.
  • Vulnerabilities: Takes double damage from weapons made of dragon bone, demon bone, and Millennium Trees.
  • Combat: As per Hand to Hand Basic plus one attack per melee.
  • Damage: As per supernatural P.S., has no claws. Bite does 2D6 M.D.
  • Bonuses: +1 to init. and strike, +2 to roll and save vs. poison and disease, +3 to dodge when flying and horror factor.
  • Allies: None per se.
  • Enemies: No natural enemies.
  • Habitat: Any. Several are believed to have nested along the shores of the great lakes, others have been reported in Lagarto.