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1. Basic Info

Type: Moderate Size Xenic Creature

Alignment: neutral

Moral Points: 0

Build: small

Habitat: Scions can be anywhere and not be noticed, but their homes are often in ancient ruins.

Appearance: Scions vary in appearance according to where they have lived over their first years.  It is a common misconception that scions are actually memebers of another species as they adopt the aspect and appearance of those creatures, but this is a misconception.  Their natural form is a corpse-white blob with three dark eyespots, most closely resembling a giant, pasty liver-fluke.

Runic Element: Time

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the life element by +10 . Decrease magical damage done against those of the death element by -10.
  • Effects on Magic Defense: 20% chance for immunity to time and life magic attacks.
  • Supportive Effects: Able to sacrifice your magic actions for an extra non-skill attack, potion use, or evasion chance for that round.

2. Vital Stats

Stat NameCurrentFullModifiers
 HP 50 50  
 SA 100 100  
 EP 40 40  

3. Armor Stats

Stat NameCurrentFullModifiers
 PR 0 0  
 MR 0 0  
 Block 0 Weapon 0 Armor  

 Receives 1/2 physical damage in natural blob form. Receives full damage in other forms.

4. Main Stats

Stat NameStatRace MaxModifiers
Fortitude 25 50  
Speed 10 30  
Mental 50 95  
Strength 20 40  
Luck 25 60  
Will 20 40  

5. Secondary Stats

Stat NameStatModifiers
Influence 20  
Perception 35  
Weight Limits Carry:  60
Lift 1H:  6
Lift 2H:  12
Success Points 6  
Failure Points 4  
Move Rates World:  1
Area:  10
Battle:  4
Area Ranges Throw:  2
Jump Up:  1
Jump Across:  3
Battle Ranges Throw:  4
Jump Up:  2
Jump Across:  6
Aim 25  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
Defense: +1
Magic: +2
Initiative 1  
Evade 29  
Offense Melee:  2
Throw:  4
Bow:  0
Critical:  23
Magic Stats Magic Power:  5
Critical:  38
Magic Power: +20

6. Equipped Weapons & Armor

It is up to the GM to decide if the Scion is being faced in blob form or in a shape shifted form. In blob form, the Scion cannot have weapons or armor. In a humanoid form, the Scion can. However, if the Scion is wearing armor and/or has a weapon, as soon as the scion changes to any form other than a humanoid form, that armor and weapon is dropped. It will be up to the GM to outfit the Scion as needed.

Skills & Abilities

Skill or AbilityEffectStat & Action CostRange & AreaDurationSkill Points to Skill MasterySkill Mastery
Claw Slash Slashes at target with claws doing 2d10 plus melee power damage 5 EP;
1 attack
1 hex affecting 1 target instant 1 skill point =
2 skill mastery %
Vertigo Blast Produces an invisible magical attack which makes the target dizzy, causing the target to lose 1⁄2 of their actions and movement rate. 4 SA;
1 support and 1 magic
5 hex affecting 1 target dizzyness for 1d3 rounds 2 skill points =
1 skill mastery %
Trained Strike With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%. 5 EP;
1 attack
weapon's range instant 1 skill point =
2 skill mastery %
2-Hit Combo This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending. 20 EP;
1 attack
weapon's range affecting 1 to 2 targets instant 1 skill point =
1 skill mastery %
Crystal Ball This spell creates an orb of time magic that shows distorted images of the future. The images are far to blurry and are only blurry colors. The orb goes out and crashes into the target doing 2d10 damage. 10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % 95
Distortion Distortion causes time to warp right in front of the target. The time slows and speeds up across the vision of the target, making it difficult to see anything correctly. The target then has Visual Instability for the next four rounds and has to make perception checks to attack. 10 SA;
1 magic
1 target 4 rounds 1 skill point = 2 skill mastery % 95
Flashback This spell ignites old experiences in the mind of the target and allows them to see in full vision what they remember of the event. This sudden resurfacing of memories has a 25% chance of stunning the target for one round. 10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % 95
Past Pain This spell reaches into the past of the target and recreates a wound or a physical injury from the past and gives it to the target once again, doing 1d10+10 damage. This pain usually comes from old scars or the like. 10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % 95
Restoration This spell is made to recover the target from status effects by warping the time until the effects wears off. Restoration cures most poisons, stun, visual instability, burns, heat exhaustion, and sickness. 20 SA;
2 magic
1 target instant 1 skill point = 1 skill mastery % 95
Suffering Returned Suffering Returned recreates a deep wound from the past suffered by any number of countless warriors. A warped distortion is created in front of you who aims it at the target. The distortion moves for the target and lands where the wound is to be placed. The distortion suddenly flashes and the wound is fresh in the body of the target, doing 2d20 damage. 20 SA;
1 magic
1 target instant 1 skill point = 1 skill mastery % 95
Time Slow With the casting of this spell you slow down a target so that the target's movement rates is halved and all of the target's skills and spells action costs are doubled. 20 SA;
2 magic
1 target 1d6 rounds 1 skill point = 1 skill mastery % 95
Compressed Time This spell creates a time distortion on the target of your choosing. This spell compresses the action costs of the target's spells and skills so that they cost one less action. If the skill or spell cost only one move it becomes a free action skill or spell, subject to the rules of free action skills. This spell can be used on any target including yourself. 30 SA;
2 magic
1 target 2d6 rounds 2 skill points = 1 skill mastery % 50
Doom's Injury Doom’s Injury creates a temporal distortion that floats over the body of the target. The spell reaches into the future and gives the target a wound from the future of the target. This wound is deep and bloody and deals 6d10 damage. The distortion disappears quickly. 30 SA;
2 magic
1 target instant 2 skill points = 1 skill mastery % 50
Renewal This spell renews the target by restoring the target's HP and EP by 2d20+1d10. 30 SA;
2 magic
1 target instant 2 skill points = 1 skill mastery % 50
Mass Time Slow With the casting of this spell you create a time-warped aura that slows down any target that enters it, friend or foe, so that the target's movement rates is halved and all of the target's skills and spells action costs are doubled for as long as they are in the aura + 2 rounds after leaving the aura. 30 SA;
3 magic
a 3x3 hex area around a selected spot 2d4 rounds 2 skill points = 1 skill mastery % 40
Shape Shift The scion can change to its default blob form or to any form that it can see as long as the form is a living form. It costs 10 SA and 1 support to use this ability
Slow Strike With each attack the scion makes it has a 20% chance to decrease the target's movement rates in half and to take away any extra actions (not the default 1 action) that the target might have for 1d4 rounds.

Combat Notes

Scions are prone to a pattern of behaviour similar to that of cartain bird species.  When they give birth to young they immediately place the child in the care of another creature, without that creatures’ knowledge.  Since they have no scent of their own and are capable of completely silent movements they are more often than not successful.  After being placed the scion spends a brief time (one to three hours on average) adopting the form of the specie they will be raised by.  In addition to their new form, they gain the attacks and natural abilities of this form.  Upon reaching Majority as a Scion (twenty to thirty years of age), they also gain the ability to assume the natural shape of a scion.  Aside from the instincive behavior of leaving their young to be cared for others, scions behave as somewhat impatient members of the specie they masquerade as.
It is also important to note that Scions contain both genders within each being, and are capable of producing young without a mate but are also capable of breeding true with other species.  Roughly half the children produced in this manner are born scions and the other half appear to be a member of the other parents’ species.  From time to time this latent bloodline becomes aparent and a scion is born to another species of creature

Scions choose to fight as the species they disguise themselves more often than not.  On the rare exception where its natural form is better suited to combat or they are forced to fight in that shape, they lunge forward to bludgeon oponents with their heads, appearing much as a striking snake.  Roughly two out of ten melee attacks by a scion has the side effect of slowing the target, no matter its form.  Those who have seen the scion’s native form have sometimes speculated that it might be vulnerable to salt while so shaped, but this has yet to be proven or disproven.

9. Spoils

Any and All Available Loot and/or Currency: You may loot the body of any weapons, armor, money, and other goods, if the GM has given the Scion any.