"Well? Where are your riddles now!?" - Smaug
Prospective Imperial Overlord
10 / 20's (Apparent)
What is there to say about Maximus the Magnificent? Truly he is all things to all people.
This Royal Frilled Dragon's egg was found ten years ago by a rogue scholar named Geoffrey, or "Chaucer" as he called himself. He decided to hatch the dragon to keep it as a companion, only when the dragon went through Chaucer's library, he got his own ideas.
After devouring Chaucer's histories and the works of the pre-Rifts philosophers, Maximus decided that the best way to heal the world's ills was to resurrect the best aspects of the old United States and the ancient Roman Empire, with himself as its Dragon-King.
While at the present time he has no real idea where to begin building his empire, he knows one thing; if he is patient, careful, and opportunistic, he has many many years to do the building.
The would-be Dragon Emperor understands that it may take centuries for his dream to bear fruit; however he knows that this is the formative time where he needs to find allies, build a power base, and collect magic and pre-Rift secrets. In his mind, he is already a terror rising to challenge the Coalition States, the weak-minded philosophers of Laszlo, and the degenerate Splurgorth.
The rest of the world just doesn't know it yet.
Would-Be Royal Frilled Dragon-King
Maximus has fixated his mind on building an empire. He believes he does this for the good of the world; that the best way for it to prosper is to unite as much of it as possible under a mighty and long-lived king. If he happens to tick off all the check-boxes, so much the better.
Invoke: Despite his Aberrant alignment, Maximus is honorable, determined, and resolute. When in pursuing his goal or convincing others of the rightness of his new world order, his enthusiasm is infectious.
Compel: Haughty and arrogant, Maximus's resolute belief that he's a king and the world doesn't know it yet can come off as somewhat clownish... if one dares to call a dragon clownish. He has a bad habit of occasionally overestimating himself, and poking fun at his vision is a good way to rile his temper.
King with no Kingdom
Maximus is obsessed with building his shining kingdom. It consumes his thoughts to the point of obsession, and much of his spare time is spent planning or ruminating over his future goals. He has already stepped on a few individuals and made a few enemies in the name of his dream, despite his short life--and they'd like to take him down a peg or two. He is also sometimes distracted by this obsession, and has made ill-advised sacrifices to bring himself a step closer to making it a reality.
Invoke: Using his resolve to "build a better world" with himself as ruler; convincing others of the merit of his vision.
Compel: Baiting him into over-extending himself or making a bad call due to his obsession with making his dream a reality.
Maximus falls under the "Aberrant" Evil alignment profile. He has a highly developed sense of personal honor but believes that his ends justify the means, and his concern for what is morally "right" largely ends at the academic.
Invoke: When his personal honor is on the line; when a bully or other malicious entity preys on the weak; when ruthlessness can win the day.
Compel: When an individual with a strong moral code calls his nobility into question; when confronted with crimes comitted in the name of the greater good.
Maximus sees Royal Frilled Dragons as the pinnacle of dragonkind, and himself as the epitome of Royal Frilled Dragons.
Invoke: When showing off, especially to other dragons or d-bees. When demonstrating his power, skill, or prowess.
Compel: When challenged by another dragon or d-bee. When caught in a moment of weakness or failure.
Major Gateway: Creature of the Rifts (Cost 2)
You may take up to four (4) racial quirks as part of this gateway. If you don’t need or want four (4) racial quirks, you may select a stunt for each unused quirk. Racial quirks covers racial abilities that are not defined in other packages, often specific unique things. Racial quirks //must// be purchased at character creation. Generally speaking these quirks are either ubiquitous or very widespread in a given race or culture. Racial quirks need not refer to genetic or biological abilities but can also be used to simulate rare technology never seen on Rifts Earth outside a given race’s hands. A list of example quirks has been provided at the bottom of this article and more can be created as needed. You may purchase extras from the Greater Dimensional Being list.
Teleportation (Racial Quirk)
Dragons have an innate knack for translocation and as a hatchling you do too. You’re able to teleport yourself and your possessions another point within a few miles of you. This does take concentration, and might require a roll in high stress situations.
Magic in the Blood (Racial Quirk)
Dragons are born with a fairly complete understanding of magic theory, but they don’t actually know any spells unless and until they can find someone to teach them. You have access to the Arcana skill and gain an exotic stress track as if you were a mage. You may purchase any arcane purview that isn’t itself restricted in some way at standard cost.
Arcane Fundamentals (1)
For those schools of magic that deal in study and learning – which is most of them – this Purview is often the first a new mage is taught. It’s a pretty mixed lot in general. Basic energy manipulation, basic armor spells, basic telekinesis, basic countermagic. The key word in there is ‘basic’. These are all things that are either relatively easy to teach neophyetes or essential to their future success and survival. As a rule, they tend to scale fairly well as a mage grows in knowledge. Very few people ever regret learning the fundamentals.
Flight (Racial Quirk)
The skies are the birthright of your people. You can fly and are able to make skill rolls (primarily athletics) in connection to it. Depending on your race you may well be able to engage in long range travel with your ability. This has no other mechanical effect but might be enhanced by other extras.
Mask (Cost 0)
Being a twenty foot long fire breathing lizard can be really damn inconvenient when you’re trying to have lunch with your friends. You can appear as a humanoid (generally human or near human) being. This ability does alter your size and appearance, making it easier to blend in. It does not change your abilities and will not hide your nature from magical or psychic detection. The form you adopt with mask is chosen at creation and cannot be altered.
Superior Physicality (3)
You gain armor 4, an extra mild physical consequence slot, an extra moderate physical consequence slot, an extra severe physical consequence slot, the normal physical stress track is replaced with the following: 2x 1, 2x 2, 2x 3, 2x 4, 2x 5, 2x 6. Your fight attacks are Weapon 3 due to natural weapons or great strength. Your physique cap is increased to 6 and you gain +2 to overcome actions requiring raw physical strength and +2 to create advantages using raw physical strength.
Greater Paranormal Ability (Psi) (1)
Sensitive Theme: Telepathy
Ranged Attack: Breath Weapon (1)
Your race has the ability to cause harm at a distance. Define some kind of natural ranged attack native to your race. You gain the ability to make shoot attacks with a weapon value equal the weapon value of your unarmed fight attacks (0, unless modified by Physicality extras). This weapon may make spray attacks.
Unusual Effect: Breath Weapon (0)
The Royal Frilled Dragon breathes a cloud of paralytic gas that locks the muscles rigid and freezes the victim in place. Magic or other sources that protect against toxin or air filtration/purification systems can protect from this effect.
Greater Healing (1)
You recover from physical consequences in half the usual time and may begin their recovery without any justification. Once per conflict you may roll physique and clear that amount of physical stress from your track.
Steele pays Maximus a visit on his new skiff to catch up with an old associate/friend, and the topic of conversation takes an unexpected turn to the birds and bees.
Strange forces change the sea on a little stretch of coast near Vesper.