Dragons
Heat Resistant Humans

^^^ Boy having punks like this really puts a kibosh on the whole 'Don'y play with matches' idea. -- Rache

Dr. Margaret Tuere, CDC [NSecA@FtGGMeade.R&D_DBiaP..TC1
Destination: Lt. Gen. Chris Iacolucci DoD@Pent..NSec_Tac..JH1

Message reads:
General Iacolucci:
        My lab technicians are having trouble keeping up with the rapid mutation of the virus. Some of the scientists have theorized that the rapid turnaround is an evolutionary survival mechanism. It seems like there is a new form every week. The inadaquate security around our compound does not help our efforts. The numerous intrusions and escapes have hampered our studies. Luckily, one of the pair experiencing this most recent mutation was willing and obiedient. I regret to report that the other subject escaped, so we were forced to use the Raptor for our dissection. We may get more data as we recieve more subjects.
        The newest mutation appears to be an Alchemist and Boplter hybrid with a strong connection to heat and fire. My assistant, Michel Cote, dubbed them Dragons. The first alteration concerns their flesh. Their nannites have made incredible changes to every piece of tissue in the creature's body. A tremendously complex molecule that acts as a form of organic fireproofing permeates their entire body. This enables them to withstand incredible temperatures. They can sit inside a raging bonfire with no ill effects. Unfortunately, it also toughenes the skin against trauma making them surprisingly resistant to damage. Second, the change has made their lungs far more effecient. Not only can they function with half the normal lung capacity, but their throat also filters out 99.9% of all impurities. This enables them to live in the smoke-filled environments they often create. Third, their eyes are immune to damage from light, heat, and irritant. Tear gas will no longer be an effecient weapon with these creatures lurking about. Fourth, they have hexite wires running through their dermal layer from their elbows to their fingertips. They use the resistance in these wires to generate intense heat. This is especially dangerous in connection with the final alteration. They have two pressurized canisters in their forearms and a small nozzle between their second and third knuckles. Each canister is full of a chemical soup and assembler nannites.. The nanites alter the chemical's concentration on command. When they change the concentration, it either gains range or raw damage capability. This means it can vary from an annoying sensation at 8m all the way to cutting torch temperatures.
        We must treat these monsters with as much, if not more, care as their Bolter cousins. Their abilities can be tremendously devastating. Luckily, they are much easier to identify. First of all, their internal heat will standout on any thermographic scan. Second, there is the canister's release point between their knuckles. It would take a close examination, but is proof positive of their identity. I would suggest incorperating this area into the standard Tinman screenings.

Dragon powers
        In order to attack, the dragon must take (11-Flame) turns to prepare their body to fire. They must decide what range and what damage they want to use. The dificulty is the sume of Table 2 to Table 3. The dragon can have two different concentrations (one in each arm), but they must make them one at a time. Then they can attack as normal. If they are successful, the damage burns for 3 turns. Each concentration lasts for 10 minutes.

Table 1: Base Store

Body1-2 3-45-7 8-910
Stored Base20 DC 30 DC40 DC 50 DC60 DC

Table 2: Range

RangeSkin <2m<4m <6m<8m <10m
Difficulty0 510 1520 25

Table 3: Damage

Damage (per turn)<5 DC 6 DC7 DC 8 DC9 DC 10 DC
Difficulty5 1015 2025 30

Notes

  • Skill: Flame (Ref)
  • Skin has AR 2
  • Any successful, un extinguished attack burns for 3 turns
  • Immune to heat, dazzle, and gas attacks
  • Uses air at half rate
  • Stands out on thermographic scans
  • Their maximum capacity is divided evenly between their arms
  • They replace 4 DC an hour
  • Must eat 1% of their body wieght every 8 hours or they lose their heat abilities and their sight
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