Rifts®: Megaversal Highway™
Koshin-Kai is one of two hatchlings born on the nesting island of Hrrac. In Dragonese his name means Dragon of Shifting Sands. Like his brother Caldor-Kai, shortly after hatching the young dragon encountered a group of small children that drew his interest and distracted him from building his first castle and then setting out to explore the Megaverse. Instead Koshin-Kai, has opted to stay on Hrrac and involve himself in the rivalry between Cygnus’s coterie of children and those his brother has adopted.
Like most hatchlings, Koshin is fascinated by humans and is quite happy to play the role of a subordinate… at least as long as it remains amusing.
Whereas Caldor was born with his mother’s love of adventure and exploration, Kaldor takes a great deal more after his father. Instead, choosing to pass his time occupy his time with overly sophisticated traps and the many mechanical applications of and cause-and-effect. Likewise, though still young Koshin is very competitive and very dislikes being compared to other things. He perceives himself as superior to Caldor-Kai and will take great pride in rubbing the fact in his brother’s face when his humans defeat Caldor’s.
Archetype: Threshold Guardian.
Alignment: Unprincipled (Selfish).
Motivation: Protect Hrrac Island.
Disposition: Tends to be easygoing, imaginative, creative and artistic. Prefers to avoid physical combat as much as possible but is not afraid to fight when drawn into battle; Much prefers to rely on his traps which he is hugely proud of to the extent that he struggles with criticism.
R.C.C.: Sand Dragon
Height: 23’ long
Weight: 19 tons
Appearance: A bone colored dragon with elaborate red frills skirting the neck and matching fins trailing down his spine.
O.C.C.: None; Sand Dragon
Level of Experience: 1st level Hatchling Dragon
Current Experience: 2,000/3,000
Affiliations/Factions: Loose associations with the Children of Iméra
Attributes: I.Q. 16, M.E. 9, M.A. 12, P.S. 20 (Supernatural), P.P. 10, P.E. 20 (Supernatural), P.B. 11, Spd. 18; 40 when swimming
Attribute Bonuses: + 2% to all skills, + 5 damage, + 10% save vs coma/death, + 3 save vs poison/magic
Hit Points: None; natural M.D.C.
S.D.C.: None; natural M.D.C.
M.D.C. by Location:
× Head (1) – 125.
× Arm (2) – 67 each.
× Legs (2) – 120 each.
× Tail (1) – 60.
Main Body – 300.
× A single cross indicates a small or difficult target to hit. They can only be struck when the attacker makes a Called Shot, and even then the shooter is at -3 to strike.
Horror Factor: 10
Attacks/Actions per Melee: 5
Combat Bonuses: + 1 on initiative, + 1 to strike, + 3 to pull punch, + 4 to damage, + 1 to
parry, + 1 to dodge, + 3 to roll with impact
Resistance/Saving Throw Bonuses: + 1 on perception rolls; + 2 if it involves building, + 2 to save vs. Horror Factor, + 3 to save vs. disease, + 3 to save vs. magic, + 3 to save vs. poison, + 10% to save vs. coma and death, and + 1 to all other saving throws
1. Areas of Expertise: Military Fortification.
2. Bio-Regeneration: 1D4×10 M.D. per minute.
3. Breath without Air.
4. Build and Fortify Sand. Duration: 1 month; 1 year if built on a ley line.
5. Depth Tolerance: Unlimited.
6. Dimensional Teleport. Base Skill: 28%.
7. Dragon Bite: 4D6 M.D.
8. Dragon Breath (Sand). Range: 120 feet. Damage: 3D6 M.D.; plus blinds unprotected victims (-10 to strike, parry, dodge, etc.).
9. Dragon Claw: 4D6 + 4 S.D.C. on a restrained punch, 2D6 M.D. on a full strength punch, or 4D6 M.D. on a power punch (counts as two melee attacks).
10. Dragon Tail: 3D6 + 4 S.D.C. on a restrained lash or 1D6 M.D. on a full strength lash.
11. Impervious to Fire.
12. Invisibility (simple), at will.
13. Metamorphosis (special): Transform into any type animal or humanoid that is no smaller than a fox, and the maximum size cannot exceed its own. Duration: 3 hours.
14. Nightvision. Range: 500 feet.
15. Recognize Magic, Use Scrolls, and Read Magic Circles and Enchantments. 40%.
16. See the Invisible.
17. Sense Dragons. Range: Visual Range; 4,000 feet.
18. Sense Ley Lines & Nexuses. Range: 4,000 feet.
Art: Professional 57%
Computer Operation 62%
General Repair & Maintenance 47%
Land Navigation 54%
Literacy (Native): Dragonese/Elven 72%
Mathematics: Basic 72%
Military Fortifications 62%
Pilot: Sail Boats 82%
Pilot: Water Skiing & Surfing 54%
Prowl 27%; +12% in sand or water.
Sewing: Amateur 42%
Rope Works 32%
Underwater Navigation 52%
Whittling and Sculpting: Professional 57%
Hand to Hand: Draconic.
R.C.C. Related Skills:
Gardening: Professional 48%
Housekeeping: Amateur 37%
Trap Construction 27%
Undersea & Sea Survival 32%
Magical Knowledge: None
Spell Strength: 12
Psionic Powers: Master Psionic (save vs. Psionics 10 or higher) Psi-Powers: Astral Projection (8), Empathy (4), Mask P.P.E. (4), Mask I.S.P. & Psionics (7), Mind Block (4), Object Read (6), Telepathy (4), Sixth Sense (2)
Vulnerabilities: Cold attacks do double damage. Sand Dragons hate dark, ugly places, and being
trapped in such an environment makes the dragon depressed (-1 attack per melee, no Perception Roll and initiative bonuses, -20% on the performance of skills, -1 on all combat moves, and reduce Spd by 20%).
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