Humanoid Dragon

Humanoid Dragon: Like their name implies, Humanoid Dragons appear much like a human but with various dragon-like, or draconian, features. These can be minor, such as a human with wings and a tail. Or, they could look like a small dragon that just happens to walk on its hind claws. Dragons are divided into several breeds, which can alter their appearance or techniques even further. This makes them a varied and dangerous creature to encounter.

Average Height: 5'6" - 12' (167-365 cm)

Average Weight: 200-900 pounds (90-408 kg)

Life Span: 200 years.

Interesting Traits: Traditionally following their ancestry, Reptilian or Draconian Features. Extreme Variation in Appearance.

Examples: Icarus, King Ghidorah, etc

-=( Statistics )=-

(42 additional points, max of 15 into one stat)

Int:	13

Mnt:	18

Str:	25

Dex:	23

Stm:	20

Spd:	25

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Humanoid Dragons receive 5 points to divide amongst their stats per level up. They also gain +1 to all stats each level up.

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HP:	12*STM+25*Level

Ki:	12*MNT+25*Level

LP:	7*STM

HP Mod Increase at: 5, 10, 15, etc.

Ki Mod Increase at: 5, 10, 15, etc.

+3 to All Stats at: 5, 10, 15, etc.

Medium Races receive a free Fighting Style at Level 1. This also counts towards their INT limit.

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Pick six powers at Level 1. You gain two powers per level up, which may not be picked from the same tree.

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-=( Racial Features )=-

(Phys)	Humanoid Dragons are tied to one of the fundamental forces of the Universe: Air, Celestial, Earth, Fire, Metal, Shadow, Water, or Wood. Select one of these forces at creation, like a Racial Class. See the accompanying "The Elements" node for further details.

(Ment)	Humanoid Dragons are capable of becoming more draconic and savage by infusing themselves with their chosen element. You begin with a Statbooster Personal Invent at Level 1. While active, this statbooster grants a special passive benefit based on your chosen force.

(Ment)	Humanoid Dragons have wings, which lets them start with the Basic Flight power and do not have to pay Ki to use it. Other Flight powers still cost Ki as normal. Humanoid Dragons gain a bonus to all Strike and Dodge rolls according to the form of Flight they're using:

* Basic Flight gives a +1 to all Strike/Dodge rolls.

* Advanced Flight gives a +2 to all Strike/Dodge rolls.

* Boosted Flight gives a +3 to all Strike/Dodge rolls.

(Ment)	Humanoid Dragons can tap into their inner being with great ease and focus it into a single point, gaining +1 to all Damage types per 25 Max Ki they have available (Charging does not affect this).

(Phys)	Humanoid Dragons are hard to tire. Their endurance is equal to STM*1.5.

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-=( Racial Powers )=-

(Phys)	Spikes

The Humanoid Dragon must be Level 3 before taking this power.

Spikes grow over the length of the spine, and any other desirable places as well (such as on the tip of wings or long, sharp spikes over the elbow). Due to these spines, a Humanoid Dragon gains +5 H2H Damage per Level.

(Phys)	Armored Scales

This power is automatically obtained at Level 5. It stacks with other forms of resistance.

The Humanoid Dragon gains natural Resistance, shrugging off minor blows with ease and ignoring portions of more severe attacks. Increase Resistance by an additional Level*3.

(Phys)	Dragon Strike

This power may be obtained at Level 1.

This is an elementally charged strike or mouthblast that may be used once every two rounds. It can only be used while the Humanoid Dragon is using their Statbooster. It deals 1d6*10 Damage per Level, becomes AP at Level 5, SP at Level 9, and stuns someone damaged by the attack for one action at Level 12. This costs 25 Ki and 1 End per 1d6*10 Damage. This attack receives a special add-on based on the Elemental Force chosen. This attack may count as a Hand-to-Hand or Ki Attack, chosen when the attack is used.

The Elements:

-=( Air )=-

Air, can you catch it, can you hold it, can you even see it? Much like their namesake, the Air Dragonkin are here one minute, gone the next. Over hills, inside valleys, behind you whispering in your ear, or just off the horizon; they are a proud, nomadic people, who greatly value individuality and freedom. They are most comfortable in great, wide-open areas, which are conductive to their flying ability and their love of personal space. Unlike the other clans, they tend to spend their entire lives alone, perhaps in distant contact with friends and family. The only exception to their self-imposed wandering is when they find a mate, which they tend to stick around until the hatchling is born. Then, they are on their own. If you happen to see one gliding gracefully in the atmosphere, watch. For, you never know if you will ever again see such a beautiful creature across the skies.

Passive: Super Speeds never cost any Ki or End, including Invents that work like Super Speeds.

Add-On: On hit, the victim may not increase their current HP, Ki, or End through any means (even transforming or charging) for Level*1 actions.

-=( Celestial )=-

The Celestial Dragons are not named for an inane ability to live in space vacuum. The nickname of Space Kin comes from a bastardization of their language, that of the very stars. They live in a culture that clings to philosophy, science, and astrology to form the basis of their own religion. The stars link all worlds together, through their light and from the forces of gravity. They believe life and death behave in a similar fashion. We are all linked. We are all one. Every action affects everyone else. The development of their society has led to many hours of meditation on the nature of existence. Upon their awakening to the higher forms of war in Chi usage, they found it came easily as breathing to their keen minds and bountiful spirits. They tend to cluster in small communities around a temple, living simple lives much like that of simple villagers.

Passive: Gain +Level*5 to all Ki Damage.

Add-On: Your attack affects up to your Level in opponents. Each target receives the full damage of the attack. You may use the Celestial Dragon Strike up to twice per round, instead of the normal limit.

-=( Earth )=-

The Earth Dragonkind are the most numerous of all dragon types. Perhaps, this is due to their hardiness. Perhaps, it is their knack for foraging and finding bountiful lands. They live in clans. Each family often has a dozen or more children, which live together for almost their entire lives. They are a primal creature, trusting their instincts that rarely lead them astray to survive in worlds that grow harsher by the generation. Should the apocalypse come, Earth Dragons and cockroaches will bear witness to the mass extinctions. Despite their large clans, they tend to be rarely seen, often living in the wilds in an almost caveman existence.

Passive: You may not be stunned. Whenever you make a Strike or a Dodge roll, you may ignore one Critical Effect.

Add-On: On hit, the victim loses the ability to use any Super Speeds above Level 2 (including Invents and Racial Powers that function like or say they are incompatible with Super Speeds) for 1+Level/4 actions. They are also stunned for 1 additional action.

-=( Fire )=-

Bitterness is like a cancer. It eats away the host. But, passion is like fire. It burns all the rot away to leave only the ashes. The Fire Dragonkin are a passionate people. There are no half measures. Regardless of their moral standing, they act. Damn everything else. Their favorite areas to settle are dormant volcanoes, preferring the heat to all other climates. The abundance of metal and obsidian is pleasing to them. Both are vital to their art and warfare. Although hot-tempered, no one can accuse this proud race of being incompetent. They are trained from an early age in the arts of war. There are no families. There is the whole, the people. In the rare case of individuality, one justifies it by accomplishing their 'dreams' or ambitions.

Passive: You deal an additional Level*5 Damage to all Hand-to-Hand attacks.

Add-On: When damaged, the victim's Ki burns off. They lose Level*25 Ki and lose HP equal to half the amount of Ki they lost, which may not be reduced.

-=( Metal )=-

Injustice boils in men's hearts as does steel in its cauldron, ready to pour forth, white hot, in the fullness of time. Metals are a good way to describe these dragonfolk. They can be brittle as iron, pretty as copper, or the more rare but feared true steel. Rivals of the Fire Clans over territory, Metal is appropriate for their immensely tough hide and unyielding determination. They tend to be quite pragmatic, using logic and reason where others would rely on blind faith. They tend to be in tight-knit familial or friend-driven groups, established through hard-won trust. The hard-won respect and trust of a Metal Dragon can be truly priceless beyond measure.

Passive: Gain Level*5 Resistance.

Add-On: This attack is AS. If it deals damage to armor (including Natural Armor), that armor loses additional HP equal to its unreduced damage. Though if this 'bonus' damage destroys the armor, it won't carry over into HP. Anyone damaged by this attack loses all forms of Resistance for Level/2 actions.

-=( Shadow )=-

The very substance of ambition is as elusive as the Shadow and just as dangerous. The Dragonkin of the Shadow have embraced their nature like all others, always watching from the darkness. Over time, they have learned the secrets of others: where their power comes from and how to steal their advantages away through the use of cunning. A knife's edge poised at the heart of their enemies and conquered victims, the slippery shadowflight of dragonoids is one to be measured with caution. They tend to live among other races, manipulating them, occassionally taking them on as minions to serve them. Oddly enough, they tend to be protective of their subordinates, not seeing them as people but cherished prize possessions that they cling to hard, and brutally punish those that would damage something out of their collections.

Passive: This statbooster does not cost any End. It can be activated pre-round.

Add-On: When damaged, the target may not benefit from non-permanent superforms for 1+Level/6 actions. If they are in a non-permanent superform, they temporarily lose its benefits and penalties. They also may not activate any superforms for the duration.

-=( Water )=-

Rivers, ponds, lakes, streams; all contain water, but have different names. Yet just as all idealogy, they contain truths. The Water Dragonkin earned their name for their love of aquatic environments. They spend as much time swimming as flying. This did not begin from ideology or philosophy. But rather, their ancestors developed the habit as a way of cooling down after a long flight or battle. They are masters of change, able to adapt to almost any situation with very little complaint. They flow like their cherished liquids, able to disrupt another's stance and recovery just in time to prevent a disastrous assault from taking their life.

Passive: Twice per round, on a failed Dodge or Parry; the Water Dragon may choose to Block, Power Block, or Advanced Block instead, at the cost of 3 End.

Add-On: When damaged, the victim is rendered unable to use any form of Invent for Level/2 actions.

-=( Wood )=-

There are always flowers for those that wish to see them. Too oft, the powerful crush them under their heels in their struggles for dominance. The Wood Dragonoids are a nomadic, spiritual people who cross the stars to heal scars. They lovingly craft garden worlds out of ruins, turning them into a veritable paradise. They have been rewarded for their centuries of deep connection to nature. They are linked to life itself. To oppose a Wood Dragonkin is to oppose nature and life itself. These dragonoids tend to have a warm, loving nature, tempered with caution. They are slow to act. But once stirred, they act surely. They are frequently besmirched for their lack of material possessions. But to a Wood Dragonkind who appreciates the beauty and mortality of life; they are already the richest of the souls on the mortal realm. For, they have the riches of nature's bounty within their very essence and under their guard.

Passive: You regain 1 End and Level*3 HP, or Level*1 LP, per action.

Add-On: On hit, the victim loses Level*10 HP and 1 End on each of their actions for Level*1 actions.