Nixilanthius doesn't know her parents, they had moved on to another part of the world or to be honest probably another world entirely before she even hatched. Still she knows something of her mother at least because the arcane connection imprinted an array of arcane knowledge and useful skills while she was carried in her egg. You know, as dragons do.
Since hatching a little over a month ago Nix has spent many of those nights spying on the local inhabitants. When she wasn't eating local wildlife and livestock. That natural ability to slink around invisible in whatever form she chooses has proven very useful for spying on the populace as she tries to get a handle on what is going on. She has definitely come to the conclusion that people are quite strange and not because of the wide variety of species they come from. They just have strange motivations and more investigation is definitely merited to figure out things like friendship and other motivations.
Clever and cunning. Nix is always getting into something.
Invoke: Outsmarting a foe. Dodging a snare. Ducking a deadfall.
Compel: Curiosity and cats. Even feline dragons.
All that glitters.
Shiny things are very distracting. From gold to people.
Invoke: Aquisitions Incorporated.
Aspect of the Arcane
Living breathing embodiment of magic with all the pros and cons
Invoke: You can't do that?
Compel: Magic glitters too
Major Gateway: Greater Dimensional Being (Cost 2)
Racial Quirk: Cat's Eye Gaze (Free)
Those caught in the transfixing gaze of the Cat's-Eye Dragon are likely to fall under the beast's mystic charm. While maintaining eye contact with another sentient being you may attempt to influence them. Depending on the situation this may call for a roll using Deceive, Provoke or Rapport or may involve entering mental combat. People cannot be influenced to do anything out of character or against their morals but may be made to ignore situations or otherwise follow innocuous instructions with significant results.
Racial Quirk: Magic in the Blood (Free)
What is more magic than a dragon. 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.
Racial Quirk: Flight (Free)
Racial Quirk: Teleportation (Free)
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.
Superior Physicality (Cost 3)
You gain armor 4, an extra mild physical consequence slot, an extra moderate physical consequence slot, an extra severe physical consequence slot, the normal physical stress track is replaced with the following: 2x 1, 2x 2, 2x 3, 2x 4, 2x 5, 2x 6. Your fight attacks are Weapon 3 due to natural weapons or great strength. Your physique cap is increased to 6 and you gain +2 to overcome actions requiring raw physical strength and +2 to create advantages using raw physical strength.
Breath Weapon (Cost 1)
You have a weapon 3 ranged attack that may make spray attacks.
Fluid Mask (Cost 1)
It’s not a case of being comfortable in your skin. It’s a case of being comfortable in any skin. You may adopt many humanoid forms in sizes ranging from about four feet to that of your native form. You may freely alter details such as height, build, skin color, eye color, hair color and identifying marks. As with Mask, Fluid Mask does not alter your abilities or skills except as dictated by anatomy. When using this ability to disguise yourself or impersonate someone it grants +2 to the relevant Deceive rolls. As with Mask, however, Fluid Mask does not hide you from magical or psychic detection of your true nature.
Exotic Sense (Cost 1)
See through illusions and see magic
Arcane Purview (Cost 1)
Tricks of the Light
Arcane Mastery: Tricks of the Light (Cost 1)
You have +2 Arcana when casting from this purview.
Arcane Fundametals (Cost 1)
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.
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.
Meeting back in Nix's warehouse, more information on what the Atlantean Slaver was doing comes to light.
The Atlantean Slaver has been vanquished now it's time for Salvage
An Atlantean raider comes out o f the mists and attacks the Sea Serpent.
Auren has recovered some information on the data recovered in the underwater caves.
Dragons hunting, a mouse exploring and Mage walking. What could go wrong?
Nix and Slaine examine the crystal structure they recovered from the sea ... and discover something or is it, someone, interesting.
Following up on the truck driver from the Farm, Kaji and Slaine are joined by others and discover some unsettling news.
Sterlings shop is quite busy - given it was closed.
Nix works out what she's spending her haul on ... and recruits help.
With Sterling completing his device, it's time to launch an attack on the Elemental Plane
Basaltar and Nix try an assault on a Nexus and meet some cold, dark magic...
IC date: December 25, 2409 | Cast: Nixilanthius
Nix and co go in search of a power source for Prince Basaltars plan.
A windfall turns into a problem just outside of the town of Tharben.
Kailastia sends Justicars to seek out three adventurers and offer them more work.
Returning to Vesper from North Richmond, Teddy and Megana stop in Windsor Hills and get news about another death.
Teddy and Megana ride into Glowtown seeking information about the death of a Senators aide
An arena fight in Vesper goes ... interestingly. This might be why you shouldn't have a Shifter fighting.
A seemingly wild Rift opens up just outside of Vesper, bringing with it some invading D-Bees with ill intentions toward the citizens of the city-state. Fortunately, there are some to stand in between innocents and harm...