I send you out as sheep in the midst of wolves; so be wise as serpents and innocent as doves. --Matthew 10:16
Somewhere, deep within the wilds, an egg hatched. From it came the creature known as Xeenia. Her magical blood soaking in primal energy, she seeks to learn who she is one step, one personality at a time.
Great Horned Vagabond
Xee was hatched into a life of chaos and change and she remains an acolyte of the same. Her draconic nature has made it all the easier to roam from place to place. Which gives her insight into any place she lingers around for too long. As it stands, she's never had stabilizing influences in her life.
Invoke: Xee rarely stays still for long. She doesn't always roam far, but she continues to roam. It gives her a particular insight into any area she lives in for an extended period of time.
Compel: Without grounding influences, it can be hard to get Xee to focus and commit. Absolute freedom is intoxicating and she often resists being pinned down, physically or socially.
Xee is trouble. Not because she wants to be, but because the cosmos has a finger on the scales of existence and thus she is plagued with bad luck.
Invoke: Her bad luck is indiscriminate. Even the bad guys can suffer from her mishaps if they happen to be in the right place and just the wrong time.
Compel: But usually Xee's troubles hang above her and thus those she's nearest to, leading her to cause trouble to no fault of her own.
Xee was born alone, deep within a wild area. Perhaps that and some other interference with her development has left her with a feral edge and has been a big part of her initial development.
Invoke: Her primal connection helps her with tasks out in the wilds. Survival, tracking, navigating and exploring the wilds are comparatively simple for her.
Compel: Conversely, she's bad with urban and civilized areas and tasks. Including dealing with people. She also has little regard for technology in a general sense.
Minor Gateway: Dimensional Being (Cost 2)
You may take up to four (4) racial quirks as part of this gateway. If you don’t need or want four (4) racial quirks, you may select a stunt for each unused quirk.
Teleportation (Quirk: 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.
Flight (Quirk: 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.
Magic in the Blood (Quirk: 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.
Psychic Danger Sense (Quirk: Cost 0)
You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you.
Greater Physicality (Cost 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.
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.
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.
Mental Fortitude (Cost 1)
When purchasing for stress, the first purchase grants you an additional 1x 1, 1x 2, and 1x 3 mental stress boxes. The second purchase grants you an additional 1x 4, 1x 5 and 1x 6 mental stress boxes.
Inhuman Senses: Hearing 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.
Maddy goes looking for Xeenia to give her a map.
Slaine finally has the others convene to find out what's been stowed in the mysterious box they'd found out in the old ruins.
Xeenia needs a map to help with her demon hunting so she tries the ever-helpful Leo. Maybe not the best choice but Maddy is there to help.
Xeenia's out looking for clues. Vamarus is out looking for a monster. Kaji's out...of place.
Trying to blend in, in the Forum isn't so easy when an Elder Dragon appears