Sapphire blue, Emerald Green
White fur black hair
During their incubation period after her mother laid the eggs, a spell of protection was cast over the nest. It protected from all things except one. The Force of Corruption. One day close to the end of the incubation period for the clutch, an intruder attacked the nest, casting a spell to corrupt all the hatchlings; this worked for the most part except on one. Part of the corruption entered the egg and split it completely in two. Two entities of the same individual, they know one another, can feel one another, but one is more beastial than the other.
Upon hatching, her own familiy the siblings she hatched with attacked and chased them away. For ever referred to by her siblings as the Unwanted Child.
Dual Entity Personas
A Dragon Hatchling that is split into two different entities
Invoke: One Entity supports the other to climb a wall
Compel: They are compelled to save the other is something happens to them.
Haunted by Corruption
Due to the nature of their creatation the twins are haunted by the powers of corruption.
Invoke: corruption is reduced in a given area
Compel: Corruption interfers with their actions in one way or another.
The Unwanted Child
With the forces that created them, The Unwanted child has been cast out by her own parents; the lingering taint of corruption still following them.
Invoke: Due to being cast out of their nest, The Unwanted child is better at surviving in terrain that is familiar than unfamiliar to them.
Compel: Unfamiliar places are sometimes scary and being alone takes it's toll on you.
Major Gateway: Greater Dimensional Being (Cost 2)
Teleportation (Cost 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.
Magic in the Blood (Cost 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.
Flight (Cost 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.
Electrified Scales (Cost 0)
Slepnir is a corrupted Flame Wind Dragon. Magic used on her at birth allows her to channel the power of electricity just as most of her kind channel fire. You may place an aspect on yourself at any time called 'Electrified' which may be invoked and compelled as normal.
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.
Greater Healing (Cost 1)
You recover from physical consequences in half the usual time and may begin their recovery without any justification. Once per conflict you may roll physique and clear that amount of physical stress from your track.
Inhuman Potential (Fight) (Cost 1)
Your fight cap is 6.
Inhuman Senses (Sight and Smell) (Cost 1)
Define one or two senses that operate at better than humanoid average. You are +2 to Notice and Investigate rolls that use these senses and may use this ability as justification to make rolls where humans might not as makes sense for the situation. As a downside, overcoming aspects like ‘Sensory Overload’ can be a problem for you. The difficulty of all such overcome rolls is increased by one.
Exotic Senses (Cost 1)
You may make notice and investigate rolls to sense magical energies.
Mask (Cost 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.
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