High Concept
| Felicia is a Half-Dragon, the offspring of a Dragon and a mortal. Her Father is Nidhogg, a dragon so old that the Norse had myths about him. | Dragon Girl
Trouble
| Despite not truly knowing him, Felicia is bound to her Father's will and desires, forced to act as his Emissary in the affairs of mortals. It doesn't help that he is in fact one of the most powerful dragons still active, so Felicia is always being thrust into uncomfortable situations and tasks she has no desire in completing because of him. | Chained by Blood
Other Aspects
| Her Father's dragon blood is both a blessing and a curse. On one hand, she has all of those nifty powers, a magical artefact, and the respect being a half-dragon and emissary of one of the oldest beings on Earth gives. On the other, she has also inherited several duties as Nidhogg's representative on the mortal world, her Father's enemies, and the fear some people attribute to her for things her Father did. As for her Mother, Felicia inherited great beauty. | Father's Heritage, Mother's Beauty
| A side-effect of her dragon nature, emotions are greatly heightened in Felicia; love is as large as an ocean, sadness turns to sorrow, anger turns to hatred that runs deep in her veins. On the other hand, no one has a more human soul than Felicia, as she never lets her wilder side dominate to the point of hurting innocents or causing too much destruction. | Dragon Heart, Human Soul
| Felicia's boyfriend, Michael Drake, is a half-demon. Not only that, but he is also an agent of her Father, and a thief on top of it all - their relationship certainly has its high and low points, and they are always getting into trouble together. | My Boyfriend, the Demon
| Felicia deeply believes in the protection of the innocent and the defenceless, and in doing one's duty. She fully believes that great power brings great responsibility, and as such strives to live to the ideal of helping others and doing good with her powers. However, this also makes her unnecessarily jump headlong into dangerous situations at times, feeling that her own safety is not worth more than that of others. | Knight in Shining Scales
| Felicia is an adept problem solver, be it through social graces or a good beating. She knows how to navigate the social scenes like no one, and her half-dragon powers give her more than enough strength to smash through most ordinary obstacles. | Honey in Mouth, Sting in Tail
Stress (Human Form)
Physical: OOO
Mental: OOOO
Social: OOOO
Notes: +1 mild social consequence
Stress (Dragon Form)
Physical: OOOO(OO)
Mental: OOOO
Social: OOOO
Notes: Armour: 1 vs Physical
Consequences & Temporary Aspects
-
Equipment
Languages
English, Italian
| Skills (Human Form)
Superb (+5): Rapport, Presence
Great (+4): Empathy, Deceit
Good (+3): Conviction, Discipline
Fair (+2): Contacts, Resources, Driving
Average (+1): Lore, Alertness, Investigation, Endurance, Scholarship
Skills (Dragon Form)
Superb (+5): Fists, Athletics
Great (+4): Alertness, Endurance
Good (+3): Conviction, Presence
Fair (+2): Stealth, Might, Intimidation
Average (+1): Lore, Survival, Investigation, Empathy, Scholarship
Stunts
| Folks attracted to people of your gender cannot help but notice you. You've got "it". Receive a +2 to the roll in any seduction attempts you make with Rapport, provided that the target is someone who could be receptive to your advances. | Sex Appeal [-1]
Powers
| Aegis of Respect: A magical mark is upon you, placed by a creature or person of significant power. It's not that the mark provides any actual protection, but magically aware people and creatures can perceive this mark upon you and word tends to get around that you've been "claimed". Whenever dealing with someone in the magical community, all of your social skill rolls operate at a +1 bonus. The downside, of course, is that people tend to see you as a representative of the thing that marked you, which can lead to some uncomfortable entanglements and assumptions. If you absolutely must conceal this mark, you can, but it takes some concentration - use any appropriate skill (Stealth or Deceit, usually) restricted by Discipline to do so, but you can't do anything stressful (like combat) without dropping the concealment. | Marked by Power [-1]
Beast Form: You take on the shape and appearance of the beast you specified at the time you took this ability. This only covers a cosmetic change of form and does not convey additional abilities like Claws (page 162) or any supernatural Strength, Speed, or Toughness abilities - you will need to take those separately to get the appropriate benefit.
Skill Shuffle: You may shuffle around your skills for a different configuration while changed (using the same number of skill points and following the same rules as during character creation, page 65), so long as any knowledge or social skills are not given a higher value by the change. In other words, you can't suddenly know more about Shakespeare just because you're a wolf (or whatever). Physical and perception skills, however, may (and perhaps should) be increased in this way. | Beast Change [-1]
Dragon Senses: You gain a +1 bonus to your roll whenever trying to detect magic or the presence of the supernatural.
Dragon Majesty: You gain a +1 bonus to your Presence rolls when using the Command trapping.
Evolved Vocal Chords: You retain your ability to speak while in Dragon form, though your voice is slurred and guttural. | Echoes of the Dragon [-1]
| Regular Joe/Regular Jane: Specify which of your supernatural abilities (usually most or all of them) are unavailable to you when you're not shapeshifted into your "powered" form. As long as you specify at least 2 points worth of supernatural powers, you gain back 1 point of refresh for making this choice. If you only have 1 point of supernatural powers affected by this, Human Form is not worth any refresh. | Human Form [+1]
| Natural Weapons: You have claws (or something similar) which act as Weapon:2 for your Fists attacks. This bonus stacks with stress increases due to Strength abilities (page 183), but won’t stack with other Weapon:[X] effects per the usual weapon stacking guidelines (page 202). | Claws [-1]
Improved Lifting: Whenever lifting or breaking inanimate things, you gain a +3 to your Might score.
Bruising Strength: Roll Might at +1 whenever using that skill in conjunction with grappling (page 211). This also allows you to inflict a 2-stress hit on an opponent as a supplemental action during a grapple.
Superior Strength: Whenever using your Might to modify (page 214) another skill, it always provides a +1 regardless of the actual comparison of your Might score to the skill in question.
Hammer Blows: With attacks that depend on muscular force (Fists, thrown Weapons, etc.), you are at +2 to damage, increasing the stress dealt by two on a successful hit. | Inhuman Strength [-2]
Hard to Hurt: You naturally have Armour: 1 against all physical stress.
Hard to Kill: You have two additional boxes of physical stress capacity (page 201). | Inhuman Toughness [-2]
Item of Power: Dragon Locket
- Discount [+1]
Improved Initiative: Your Alertness is at +4 for the purpose of determining initiative.
Athletic Ability: All your Athletics checks are made at +1, including dodging. When sprinting (see page 212), this bonus is increased to +2.
Casual Movement: Whenever moving as part of another physical activity, you may move one zone without taking the –1 penalty for a supplemental action (page 213).
Almost Too Fast To See: Difficulty factors due to moving are reduced by two when rolling Stealth. | Inhuman Speed [-2]
Total Recovery: You're able to recover from physical harm that would leave a normal person permanently damaged. You can recover totally from any consequence (excluding extreme ones) with no other excuse besides time; simply waiting long enough will eventually heal you completely.
Fast Recovery: Out of combat, you may recover from physical consequences as if they were one level lower in severity. So, you recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.
Vigorous: Endurance never restricts (page 214) other skills due to a lack of rest. You may skip a night of sleep with no ill effects.
Shrug it Off: In combat, once per scene, you may clear away a mild physical consequence (page 203) as a supplemental action (page 213). | Inhuman Recovery [-2]
The Catch: Magical Weapons [+2]
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