Seraphina
High Concept: Commander of Light and Echoes
Trouble: Heart made of Parasite
Aspect: Native to Ice and Snow
Aspect: Magic-Fueled Aberration
Situational: ---
[2] ---
[4] ---
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Bronze Rank Climber: 0/7
(+4) Fight
(+3) Will, Physique
(+2) Provoke, Athletics, Deceive
(+1) Empathy, Resources, Investigate, Crafts
Body: 6/6
Mind: 6/6
Fate: 3/3
Parhelion: Because I command an army of Light and Echoes, I can create a permanent minion copy of enemies, but only if I or one of my Echoes defeat them
Sylvanshine: When you successfully summon something, gain an extra free invoke. This free invoke can be spent to improve the echo, as stated in the Summoner stunt.
Summoner: When you summon echoes, they start with one +1 skill and a 1pt stress. You can also exchange any free invokes received for both a +1 skill and 1pt stress. If the echo has multiple +1 skills, they can be combined to increase their powers. So, if you exchange two free invokes, the echo receives 2pt stress and one +2 skill or two +1 skills.
BIO
Borne from one of the native tribes in the Tundra of Phyrggia, Seraphina was forced to adapt to harsh cold quickly. She learned to fight, and discovered something strange and bright in the Tundra. An ancient art? Lost magic? Some mutation of some sorts? Its unknown what she found, or how she got it, but her bones are made of crystal. Her right arm, lost to some wildlife, had regrown from the same material.
For the last few years, she's honed her power. Learning what her aberrant light and body can do. Her regenerating crystal body expels and reflects light, and she can bend it. Mold the light into weapons and armor. She hunted beasts in the wilds until she learned how to claim, and ripped an echo out of one of her prey. Realizing just how much potential she can have if she has foes she can fight, she made her way towards the Guild. With just enough trade goods, she'd become an adventurer, and start her journey.