I'm just a wandering stranger, yeah I'll be gone tomorrow, but right now I'm looking for any good books in the area. Do you know where the library is?
Great Horned Dragon
6'2" or 10 ft tall by 40ft long by 60ft wingspan
Black hair or Scales
Bade was hatched in an underground cave six years ago under a large city. He has mostly snuck around in the cities, learning as much about the humans as he could. Mostly this meant roaming around in the form of a tall dark man, or a small black cat. Bade loved to be close to humans, even if he saw a lot of bad. He loved to watch families through their windows. While Bade has been content until now just watching humans, he now wants to get to know them on a more personal level, find out why they can seem so good to some, and so cruel to others.
Bade has also spent much time in libraries and collecting any and all books he could find on the occult, and the rifts. He wants to gain in magic power and be a great mage. Maybe even help the humans to come to appreciate the power that is available to them.
While all Dragons are magical and powerful psions Bade in particular trains his abilties to use them to the greatest degree.
Invoke: Can call up a powerful blast of magic or psionic power in extreme situations as protection.
Compel: Sometimes things happen around him without him meaning them to, things float or technology frizts at very inconvenient times.
Bade is so curious that he puts himself into situations that are not always safe or a good idea.
Invoke: Can use it to seem innocent, and compel a person to open up to him.
Compel: Can easily be lead into a trap.
Dragons are powerful D-Bees and are not generally considered safe to most people.
Invoke: Can intimidate those who know of a Dragons reputation.
Compel: Can make an area not safe for Bade if he is discovered.
Major Gateway: Mystic (1)
Mystics start with the following purviews: Arcane Fundamentals or Auramancy, One psychic discipline of choice, one arcane purview of choice. Mystics may use psychic abilities with Will and purchase psychic disciplines as if they were a psychic, though their magic and their level of exotic stress keys off their Arcana skill. Mystics may learn additional purviews by purchasing them with refresh. They may also open themselves to the Supernatural, allowing beings in the area to partially possess them and communicate through them. This is best done with some caution.
Mage Purview: Arcane Fundamentals (0)
For those schools of magic that deal in study and learning – which is most of them – this Purview is often the first a new mage is taught. It’s a pretty mixed lot in general. Basic energy manipulation, basic armor spells, basic telekinesis, basic countermagic. The key word in there is ‘basic’. These are all things that are either relatively easy to teach neophyetes or essential to their future success and survival. As a rule, they tend to scale fairly well as a mage grows in knowledge. Very few people ever regret learning the fundamentals.
Mage Purview: Alterations (0)
Altering the mortal form is one of the more difficult things a mage will ever attempt. This is largely because most mortal forms have their own magic and that magic can get in the way even when the subject is willing, to say nothing of when the subject is not. Consequently spells in the Alternations Purview are almost entirely spells that are applied to the mage himself or perhaps with great and ideal circumstances to another willing subject. Even with that restriction though, Alterations is an incredibly versatile field of study. Near any adjustment to the body that can be imagined can be made, though they tend to be temporary.
Psychic Purview: Telepathy (0)
The ability of one mind to touch another is a powerful one and nowhere is that more directly expressed than in the telepathic gifts. At its base level this is the ability to touch and influence the conscious minds of others. The most basic expression of this talent is mindspeak, allowing one or more minds to communicate to one another with mere thoughts. From there telepaths learn to influence others thoughts in ways both subtle and direct: planting ‘suggestions’, broadcasting a simple thought that says ‘you don’t see me’ or even outright attempting to take over someone’s body. Reading others thoughts as they become hostile, or even as they form the intent to attack can also give a telepath some major advantages. Perhaps the deepest and most complete form of telepathic link is the ‘mind bond’, a form of communication that lays both sides completely bare to the other. Perhaps understandably, it’s not often attempted.
Minor Gateway: Lesser DB (2)
You may take up to three (3) racial quirks as part of this gateway. If you don’t need or want three (3) racial quirks, you may select a stunt for each unused quirk.
Racial Quirk: Flight (Dragon Hatchling) (0)
Whether by wings, innate ability or some other means you can fly. The skies are the birthright of your people. 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.
Racial Quirk: Teleportation (Dragon Hatchling) (0)
Dragons have an innate knack for translocation and as a hatchling you do too. 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.
Racial Quirk: Magic in the Blood (Dragon Hatcling) (0)
Dragons are born with a fairly complete understanding of magic theory, but they don’t actually know any spells unless and until they can find someone to teach them. 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.
Ranged Attack – Flame Breath (1)
Your race has the ability to cause harm at a distance. Define some kind of natural ranged attack native to your race. You gain the ability to make shoot attacks with a weapon value equal the weapon value of your unarmed fight attacks (0, unless modified by Physicality extras). This weapon may make spray attacks.
Greater Physicality (2)
You gain armor 5, an extra mild physical consequence slot, an extra moderate physical consequence slot, the normal physical stress track is replaced with the following: 2x 1, 2x 2, 2x 3, 2x 4, 1x 5, 1x 6. Your fight attacks are weapon 2 due to natural weapons or great strength. Your physique cap is increased to 6 and you gain +2 on overcome actions using raw strength.
Polymorphing: Mask (0)
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.
Exotic Senses - Feel magic and psychic power (1)
You have a sense that extends beyond the usual five possessed by living beings. This may be the ability to sense magic or the presence of psychics, dimensional energies or stranger things yet.