Scion of Arwyne

The True form of The Scion, sealed away until her curse is removed and her soul fully unsealed.

Description:
Characteristic Value Point Cost
STR 10 0
DEX 10 0
CON 10 0
BODY 10 0
INT 18 8
EGO 10 0
PRE 18 8
COM 18 4
PD 2 0
ED 2 0
SPD 3 10
RECOVERY 4 0
ENDURANCE 20 0
STUN 20 0
RUN 6” 0
SWIM 2” 0
LEAP 2” 0

STR Roll: 11

DEX Roll: 11

CON Roll: 11

INT Roll: 13

EGO Roll: 11

PER Roll: 13


Disadvantages Pts

Psychological Limitation: Hates the cold (Common, Moderate) 10

Unknown: 10

Dependence: Elemental Fuels, Powers Gain 14- Activation Roll (Uncommon, 6 Hours) 10

Unknown: 10

Unknown: 10

Hunted: The Past 8- (Mo Pow, Capture) 15

XP

XP gained: 32

Base Points : 78

Disads Total + 65

Experience Spent + 19

Total Cost = 162

Unspent: 13

Total Active points: 175


Pts. Skill/Perk/Talent/Power END

11 Multiform (157 Character Points in the most expensive form) (x8 Number Of Forms) (46 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1), Incantations (Complex; -1/2), Custom Disadvantage (Emotional State Forces or Inhibits Changes; Always; 10 or under to resist or overcome; -1), Concentration (0 DCV; -1/2)

20 Scion of the Elements: +20 ED

6 Scion’s Perk: Damage Resistance (22 ED) (11 Active Points); Linked (+20 ED; Lesser Power can only be used when character uses greater Power at full value; -3/4)

2 Chaos Shield: 11 MD (9 Active Point); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Does Not Provide Mental Awareness (-1/4), Limited Power Power Losses About Half of Its Effectiveness (Only vs Mind Control; -1), Side Effects, Side Effect occurs automatically whenever Power is used (-1)
  • Side Effect: She takes stun equal to the damage class rolled on the die.

22 Elemental Conveyance: Multipower, 90-point reserve, (90 Active Points); all slots Fuel Dependent (fuel is Very Common; must refuel Once per Minute; -1 3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Linked (Life Support; Lesser Power can only be used when character uses greater Power at full value; -1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

2u Freezing Step: Minor Transform 3d6 (Liquids to Solids; Reversed by heat), Continuous (+1), Reduced Endurance (O END; 1/2), Area Of Effect Nonselective (One Hex; +1/4), Conforming (+1/2), Two-Dimensional (-1/4) (90 Active Points); Limited to liquids with freezing temperatures close to that of water (-1/2), No Range (-1/2), Linked (Life Support; Lesser Power can only be used when character uses greater Power at full value; -1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4), Fuel Dependent (fuel is Very Common; must refuel Once per Minute; water & humidity; -1 3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)
1u Meld: Desolidifification (40 Active Points); Only vs. Stone & Earth (-1), Fuel Dependent (fuel is Very Common; must refuel Once per Minute; earth or stone; -1 3/4), Linked (Life Support; Lesser Power can only be used when character uses greater Power at full value; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)
1u Wind Rider: Flight 10”, Position Shift, Variable Advantage (No Turn Mode/Megascale 1”=1 km Approximately Mach 7.3; +1/2), combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2) (56 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per Minute; Air; -1 3/4), Linked (Life Support; Lesser Power can only be used when character uses greater Power at full value; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)
1u Space Fold: Teleport 3”, No Relative Velocity (+10 points), Megascale (1”=10 quadrillion km/1,000 light-years; can scale down to 1”=1 km; +4 ½), Reduced Endurance (0 END; +1/2), Safe Blind Teleport (+1/4) (88 Active Points); Limited Power (Power does not work inside the Helioplaus of a star system; Ubiquitous; -2), Extra Segment (-1/2), Fuel Dependent (fuel is Very Common; must refuel Once per Minute; Air; -1 3/4), Linked (Life Support; Lesser Power can only be used when character uses greater Power at full value; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

16 Elemental Powers: Multipower, 95-point reserve, (95 Active Points); all slots Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; -1 1/2), Extra Time (Delayed Phase, -1/4), Custom Disadvantage (Same as Spell Disad, but Not a Spell; -1/2), Restrainable (-1/2), Incantations (Complex; -1/2), Gestures (Requires both hands; -1/2), Linked (Life Support; Lesser Power can only be used when character uses greater Power at full value; -1/2), Activation Roll 15 (-1/4), Concentration (1/2 DCV; -1/4)

39 Fae Song: Multipower, 352-point reserve, (352 Active Points); all slots Fuel Dependent (fuel is Very Common; must refuel Once per Minute; -1 3/4), Side Effects, Side Effect occurs automatically whenever Power is used (-1), Extra Time (Extra Phase, Delayed Phase, -1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), 1 Continuing Charge lasting 1 Minute (-1), Gestures (Requires both hands; Complex; -3/4), Required Hands Two-Handed (-1/2), Incantations (Complex; -1/2), Requires An PRE Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests; -1/2)

3u Winter’s Requiem: (Total: 334 Active Cost, 35 Real Cost) Killing Attack – Ranged 2d6+1, Armor Peircing (+1/2), Personal Immunity (+1/4), +1 Increased STUN Multiplier (+1/4), Based On EGO Combat Value (Energy Defenses apply; +1), Does BODY (+1), Area Of Effect (28” Radius; +1 1/4), Selective (+1/4), Conforming (+1/2), Two-Dimensional (-1/4) (201 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per Minute; Water or Humidity; -1 3/4), Incantations (Requires Incantations throughout; Complex; -1), Extra Time (Extra Phase, Delayed Phase, -1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), 1 Continuing Charge lasting 1 Minute (-1), Gestures (Requires both hands; Complex; -3/4), Stops Working If Mentalist Is Stunned (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1), Requires An PRE Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests; -1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4), No Range (-1/2) (Real Cost: 21) plus Mind Control 6d6, Personal Immunity (+1/4), Telepathic (+1/4), Armor Piercing (+1/2), Cumulative (+3/4), Area Of Effect (24” Radius; +1 1/2), Selective (+1/4), Conforming (+1/2), Two-Dimensional (-1/4) (142 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per Minute; Water or Humidity; -1 3/4), 1 Continuing Charge lasting 1 Minute (-1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Extra Time (Extra Phase, Delayed Phase, -1), Incantations (Requires Incantations throughout; Complex; -1), Side Effects, Side Effect occurs automatically whenever Power is used (-1), Gestures (Complex; Requires both hands; -3/4), Stops Working If Mentalist Is Stunned (-1/2), Requires An PRE Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests; -1/2), Required Hands Two-Handed (-1/2), Does Not Provide Mental Awareness (-1/4), Set Effect (-1/2), No Range (-1/2) (Real Cost: 14) 1 cc
Side Effect: Leaves a thin coat of ice over everything & uses up all available moisture in the area
3u Sonet of the Winds: (Total: 352 Active Cost, 31 Real Cost) Teleportation 20”, x2 Increased Mass, Personal Immunity (+1/4), Usable As Attack (+1), Area Of Effect (20” Radius; +1 1/4), Selective (+1/4), Two-Dimensional (-1/4) (157 Active Points); 1 Charge (-2), Fuel Dependent (fuel is Very Common; must refuel Once per Minute; Air; -1 3/4), Can Only Teleport To Fixed Locations (-1), Restricted Path (-1), Side Effects, Side Effect occurs automatically whenever Power is used (-1), Extra Time (Extra Phase, Delayed Phase, -1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Gestures (Requires both hands; Complex; -3/4), Cannot Use Targeting (-1/2), Required Hands Two-Handed (-1/2), Incantations (Complex; -1/2), Requires An PRE Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests; -1/2), Must Pass Through Intervening Space (-1/4), no Noncombat movement (-1/4), Visible (-1/4) (Real Cost: 12) plus Killing Attack – Ranged 4d6+1, +1 Increased STUN Multiplier (+1/4), Personal Immunity (+1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Full Phase to reset; +1/4), Armor Piercing (+1/2), Explosion (+1/2), Selective Target (+1/4) (195 Active Points); 1 Charge (-2), Fuel Dependent (fuel is Very Common; Air; must refuel Once per Minute; -1 3/4), Side Effects, Side Effect occurs automatically whenever Power is used (-1), Extra Time (Extra Phase, Delayed Phase, -1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Gestures (Requires both hands; Complex; -3/4), Required Hands Two-Handed (-1/2), Incantations (Complex; -1/2), Requires An PRE Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests; -1/2) (Real Cost: 19) 1 c
Side Effect: When the explosion occurs, apply the strike roll to the DCV of all flyers in the area (including her & not restricted by Two-Dimensional). If it hits, they lose control.

11 Infrared Perception (Sight Group), Increased Arc Of Perception (360 Degrees), Telescopic: +5, Tracking, Inherent (+1/4) (22 Active Points); Always On (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 0

25 Elemental Fea Creature: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in Intense Cold; Self-Contained Breathing), Inherent (+1/4) (50 Active Points); Always On (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 0

3 Knowledge Arcana: Roll 13

3 Singing: Roll 13

2 Auto-fire Skill: Spray-fire

124 : Powers Cost

8 + Skills Cost

30 + Characteristics Cost

162 = Total Cost


Combat Summary

Base OCV: 3 Base DCV:3 (2) ECV: 3
Levels: +4 with Autofire
DEX: 10 SPD: 3 Phases: 4, 8, 12
2 PD (0 rPD) 22 ED (22 rED) MD: 0/11
END: 20 STUN: 20 BODY: 10

Bio:

A fae sorceress of unknown origin. Tossed into a magical vortex of ice and frozen in a magic stasis for around 5,000 years, her body has been changed and warped by the sevear magical energies and presance of the element of ice. Her current features leave no doubt that she is a fea, but wheather she was an elf, eladrin, drow, Delphan Elf, or perhaps something else even is unclear, as her basic features are consistant with any of these races. She speaks and understands every know fae language and several of the more well traveled human ones, so her linguistic skills cannot curantly be used to place her.

And she has partial amnisia.

She doesn’t remeber exactly how she ended up frozen in ice, why she was even where she was in the first place, how she survived, or even who she was before this event. These memories are not destroyed, but repressed by the truama of the event. Wheather or not they will surface in time, either on their own or with catalysts, or forever be locked away inside her skull is a question only time, and perhaps fate (AKA the GM), can answer.

What she does know/remember:

1)She was thrown/placed/stuck in this Magical Icy Vortex of Doom by someone she loved and trusted with her life. Some one whom she would have died to save and who she thought would have died to save her. This could have been anything from a very close friend, to a lover/husband, parrent, sibling, or other relative.

2)This person tossed/placed/stuck her there for thier own personal gain. The worst part of it was that it didn’t have to be her, she was a victim of convenience. She didn’t voluntear for this, she was scrificed so this individual could gain something.

3)This area of power in normaly just a calm collection of poolling magical energy located in the ice. Something was done to it to temporarily make it a Swirling Magical Vortex of Icy Doom.

4)She was at this location willingly with this individual, although she was unaware of the fate in store for her.

5)She does not know if the person who did this to her deliberatly created this sitution, or was mearly a supream oportunist who stumbled upon this magical vortex and conived a way to beniffit from it at her expense.

6) The person whom she loved and thought loved her, cast her into this vortex with the absolute certanty that she would die.

7) Someone or someones interviened, causing her to undergo a magical metamorphosis rather than suffering agonizing icy death. This person or persons is/are (a) very good singer(s). Note: At this time, she is unsure if she is grateful for this or would rather have just died (not because of the transfromation, but because of the betrayal.) Oddly enough, this doesn’t seem to be any emtional turmoil attatched to this contemplation, at least at this point. It’s all rather detatched.

8) She was not frozen for a ‘short’ amount of time, i.e. hours, days, or months. Her period of internment is measured in at least years. Beyond that however, it could have been only a few years, to decades, centuries, or maybe even a millennia or two. She has recently learned that this period of internment was at least 5,000 years.

Glacia has a vast knowleedge of esoteric magical lore and theory, to the point where she suspects she was a much more powerful wizard than she is now, and a great store of knowledge in general about The 12 spheres. Basicaly, she knows everything that’s in the wiki that has been true for centuries and is not secret information. She doesn’t seem to recal what would be current events, such as who were the members of the city council of City X when she was frozen, but she does remmber the general layout of City X, which has stood in this spot for centuries, and what gates it has and where they go. Either she was a highly experienced traveler, or a lore master. She has no idea where her home is, who her friends and enimies were, if she had or has any remaining family, or even what her own name was. While her basic physical features remain the same, it is likely that the radical changes in her over all apearance, such as her new coloration, will make it difficult for anyone who knew her (friend or foe) to recognize her. She certainly isn’t likely to recognize them.

Glacia has discovered she has a taste for music, especial tonal music with a lot of harmonies, acappella singing, no words, just voice harmonies is her favorite. She has also discoved she is a talented singer. Wheather she always had these qualities, they were awakend in her through exposure to her mysterious singing benifactor(s), or created in her by said benifactor(s) is unknown to her. She does not have any musical instrament proficiancies at this time, or at least none she knows off.

Scion of Arwyne

The 12 Spheres Genesplicer