Metallics hail from Drachma; the intense deserts of the west and often come from the most abject forms of poverty known in Ananke due to the occupation. As such, their personalities can be similarly intense, often possessive of people or things they wish to protect and unwilling to let transgressions slide. Metallics often forget about their own durability in their interactions with other races and can easily be perceived as rough or aggressive.
One who is looking to play a defense oriented, abrasive or energetic character who dispenses with the formalities of society. Metallics make for great Guardians, Knights, and frontline fighters.
Cobalts are known for their icy exteriors and brusque demeanor, they are honor driven and fight themselves at home on the battlefield and in intense negotiations.
Coppers are the inquisitive, curious members of metallic society, they are driven by an intense desire to know more about everything. Coppers can often be obnoxious if not reigned in quickly.
Lead are the grumpy, often prickly glue that finds itself holding the disparate elements of metallic culture together, sometimes when it really doesn't want to be. Leads are known for their ability to be decisive and not let their emotions cloud their judgement, often finding jobs as healers.
Irons are known for their people skills, often harboring great or even extreme emotions towards them, sometimes love, sometimes hatred. The Iron Tribe has often found itself as both the cause of international incidents, and the solution.
Starting Pools: 4 Blood | 3 Spirit | 5 Strength | 5 Will
Creature Type: Dragon
Racial Spike Damage: Based on Draconic Heritage
Cobalt: Water | Copper: Wind | Lead: Stone | Iron: Light
Vulnerability: Based on Draconic Heritage
Cobalt: Wind/Shock | Copper: Stone | Lead: Light | Iron: Ice/Water
Costuming: Scales in appropriate Color (Required), Draconic Wings, Light Blue or Light Green Contacts, Draconic Horns, Short Canine Fangs, Tail.
Axiomatic Shift: 1s: Bid Unlock Potential on an Object. This may temporarily damage the object.
Costume Level 1:
Flight: At Will: Aura Flight.
Costume Level 2:
Dragon Bloodline: +1 Strength +1 Will
Thick Scales: (Requires Scale costuming) +3 Natural Armor.
Costume Level 3:
You gain 1 additional ability slot.
Axiomatic Storm (slotted ability): 1 Spirit: Weapon or Packet Delivery, "Sunder Machine", "Silence", or "Exhaustion".
15 Second Roleplay, Plant Feet and Point at Target: May instead be Powerword or Area.
You may alternatively Bid to staff to affect the Tech, Magic, Social, or Spiritual Axioms of the Area around you, this requires a Deep Expendeture.
True Form: You may become a very small lizard for the purposes of solving a puzzle, Roleplay, or traversing a locale. You lose your heroic DR while in this form.