Some secrets are best let left alone.
150 (Apparent 30)
Character biography goes here
Hatchling of a dying race
Auren is a member of a hunted race of dragons, and that was before he discovered some truly unspeakable secrets on a long dead world.
Invoke: When dealing with beings who remember the Zaayr fondly, or intimidating enemies who fear them
Compel: When Zaayr hunters show up looking for his literal hide, or worse, looking to pry whats in his head out of it.
Curiosity can do worse than kill the cat and sometimes the only thing more dangerous than a question in an answer. Auren has learned that the hard way.
Invoke: If learning unspeakable lore doesn't break you, it does make you stronger. Invoke to resist efforts to intimidate, break or compel him.
Compel: Unspeakable knowledge also strains the mind and soul. Compel when the things he learned of What Lies Beyond start to get to him.
Auren has been a lot of places in his short 150 year life and he's learned a lot. Compared to adult dragons he has a lot left to learn but the younger races might envy what he knows already.
Invoke: When knowledge of his travels to other worlds comes in handy, or when recalling some obscure bit of lore.
Compel: When old enemies track him down, or when the situation at hand isn't quiiiite the same as the one he's thinking of.
Greater Paranormal Being (2)
You may take up to four (4) racial quirks as part of this gateway. If
Teleportation (Dragon Hatchling)
You’re able to teleport yourself and your possessions another point within a few miles of you. This does take concentration, and might require a roll in high stress situations.
Magic in the Blood (Dragon Hatchling)
You have access to the Arcana skill and gain an exotic stress track as if you were a mage. You may purchase any arcane purview that isn’t itself restricted in some way at standard cost.
Flight (Dragon Hatchling)
You can fly and are able to make skill rolls (primarily athletics) in connection to it. Depending on your race you may well be able to engage in long range travel with your ability. This has no other mechanical effect but might be enhanced by other extras.
Light Mastery (Zaayr Dragon Hatchling)
Provided there is a light source - including laser fire - you may use will to place a scene aspect related to light or heat such as 'Blinding Flash' or 'Superheated Scales'.
Greater Physicality (2)
Extra Durability, Weapon 2 fight attacks, Armor 5, +2 on Physique overcomes using raw strength and physique cap of 6.
Greater Paranormal Ability (Psychic) (1)
Psychic Discipline (1)
Ranged Attack (1)
Weapon 2 breath weapon attacks.
Inhuman Senses (Sight) (1)
+2 to notice and investigate using sight. Can see across entire spectrum of light.
You may adopt a single humanoid form that is not your native form and may switch freely between the two. The form must be chosen when Mask is bought and may not be altered. Switching between your forms does not alter your skills or abilities except that it may deny you the body parts needed to use them – for example if your race normally has wings and you polymorph into a form that does not have them you can’t fly. Polymorphing does not hide you from magical or psychic detection of your true nature.
A huge pod of Whales and Dolphins arrive in the Chesepeake Sea
A pod of whales in the harbour draws a lot of interest
Ingerhast , again, sets Malie and Auren on a research journey
Ingerhast is a font of knowledge, or not, for Auren.
When a Rift opens over the Chesepeake Sea to what seems like Charn, Auren and Malie are horrified.
The demon of the harbor is surprisingly congenial. ...or is he?
The dragon of Saren's Rest saves Auren and the others the trouble of requesting a meeting.
Taking down a Kayrah doesn't come without its consequences.
A tournament doesn't go quite to plan
Investigating a lead regarding controlled animals, Frizz, Auren and Malie get almost more than they can deal with.
An unusual aerial display and a sudden summons to meet with Kailastia make for an interesting afternoon.
Venturing into the depths to find clues of what the Kayrah are up to, Auren, Malie, Miss Suss, Megana and Yaren discover that something dark yet lurks.
In such a vast ocean, how does one track an unknown number of dangerous magical entities? Auren, Malie and Yaren discuss the fallen of Yaren's kind in attempt to narrow down the start of their investigation.
One of the most renowned leaders of the Thirty drops by Gran's to seek out specific individuals regarding an equally specific concern.
A casual meeting of acquaintances and new faces is interrupted by a sudden assault of green, and not of the envious variety.
There's been new caverns opened up by a SeaQuake. Malie and friends go to investigate
Malie, Auren and Yaren head out to sea to find out what's stirring up its greater creatures to assault boats of late.
A visit from Professor Ingerhast, an agreement and a trip to Palladium is in the offering.
A scrap spider, a portal, two hatchlings and dolphin shifter result in unspeakable words being learned.