Malcom Dragon
- Legacy Hero
- Regenerating powerhouse
- Electric punches
Malcom Dragon is the only child of Kurr Dragon and electrokinetic heroine, Rapture, Malcom Dragon. Thought to have died, he was kidnapped and raised by the Covenant of the Sword, a covert organization bent on world domination. Malcom was raised in another dimension. Upon meeting his father, he decided to become a hero. Malcom is a born leader and protector. He fights for his extended family and those in need.
Starting Equipment
Special Operations Strikeforce uniform
Statistics
- Strength 20 (+4)
- Agility 16 (+2)
- Stamina 20 (+4)
- Personality 12
- Luck 10
- Intelligence 12
- Action Die: 1d20+1d14
- Attack Bonus: +5
- Saves: Ref +2, Fort +5, Will +1
Background
Legacy hero, father, and reality tv star
Hit Points & Hit Die
Malcom Dragon starts with HP or 5d12HD. Additional Hit Dice earned through gifts are d12s.
Weapons & Armor
Malcom tends to fight with his bare hands, though due to his police training can use all standard police issue weapons.
Malcom tends to deal with threats using his fists. They do 1d10 damage. He can use his inherited electrokinesis to do an extra 1d4 damage with these attacks.
Regeneration
Malcom regains 1d4 HP at the beginning of each of his turns.
Dragon Skin
Malcom takes half damage from all non-magical attacks. His natural AC is 14.
Advancement Options
- Super durability - +1 Strength, can be chosen more than once
- Super strength - +1 Strength, can be chosen more than once
- Increased health - +1 HD, can be chosen more than once
- Taking up the mantle - upgrade all save dice +1d
Malcom Dragon as an NPC
Malcom Dragon: Init +2; Atk +9 electric punch (1d10+1d4+4); Crit IV/1d16; AC 16 (dragon skin, dex); HD 5d12+20*; HP 64/44*; Mov. 30'; Act 1d20+1d14; SP dragon skin, electric fists, regeneration; SV Ref +4; Fort +9, Will +2; AL L
*As presented in Amazing Adventures In The Public Domain his HD should be 5d12 and his HP should be 44. However, I think he should have his Stamina bonus added.



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