Name: Mordred Rhonwen
Race: Changeling
Age: 26
Height: 174 cm
Weight: 62 kg
Appearance: Her true looks, called Mien, are normally not detectable to other people (unless she is out of Glamour or they possess impressive ability to penetrate illusions), resemble a white haired redskinned girl with draconic features such as scale covered tail and reptilian crimson eyes, clad in a suit of armor.
What mortals and majority of supernaturals see as her appearance is called Mask. Her Mask looks like a blonde young adult in her early 20s, with green eyes and no traces of the armor or dragon like features.
Physical AttributesStrength: Exceptional (up to Amazing depending on powers used)
Agility:Exceptional (up to Amazing depending on powers used)
Constitution: Exceptional (up to Amazing depending on powers used)
Magical Ability: None
Other Abilities: To power her abilities she needs Glamour, emotional energy harvested from dreams and emotions of humans, as well as from goblin fruits growing in The Hedge.
SEEMING’s AND KITH BLESSINGS: Mordred is able to boost her Strength with Glamour up to Amazing rating, as well as deal serious damage when unarmed, however it might be energy consuming to do so.
SUPERNATURAL TOLERANCE - Medium (Mordred's connection with Wyrd offers her some resistance against all manner of supernatural powers)
KENNING - She can discern supernatural presence and sometimes even its nature when she is focused enough, but it takes more effort for her than for more grounded Changelings.
CHARMED LIFE – Mordred is blessed by a minor enchantment that protects her from harm to certain degree. If the attack is potentially fatal or supernatural in nature she has chance of lessening its effect.
ELEMENTAL BATTLE - After refining her control over elements she wields during her training, Mordred can apply the power of fire or sunlight to her weapons or fists in melee combat, increasing the damage she deals, and create ways to defend herself from incoming attacks using the element (including firearms), but not applying them to offense and defense at the same time.
CONTRACTS
Contracts are semi-magical spells that allow Mordred, for the price of Glamour, to manipulate a single aspect of reality when she wishes so. On top of that, contracts always have a loophole, known as a Catch, where the concept must grant you usage of the power for free if certain conditions are met. She has learned following Contracts over the course of her life as a Changeling.
Contracts of DreamPathfinder
The first and most basic clause allows the changeling to divine the nature of the Hedge in a certain area. The changeling must have plucked a Thorn from the local Hedge and shed a single drop of blood while doing so within the last day.
Contracts of HearthFickle Fate
The individual affected by Fickle Fate seems to perform poorly in whatever task he sets himself to. Only actions that the character consciously undergoes the effort of doing can be affected. Ban: The character invoking Fickle Fate may not use it to affect the same subject more than once an hour. If she does, the Fickle Fate visits her instead of her intended victim.
Favored Fate
This clause alters the flow of fortune when a subject attempts an action, but in positive manner This affects only Mordred's next actively attempted action which takes short amount of time to do.Ban: lf Favored Fate is used to augment the same specific type of action before the sun has risen or set since the last attempt it affected, the powers that be frown on the abuse of their attentions. Next action of hers automatically fails.
Beneficent Fate
By altering the attentions of fortune, the changeling guarantees success on her subject's next endeavor. The success is a minimal though and only affects actively attempted actions which take short amount of time do. Ban: A subject may benefit from the favors of Beneficent Fate only once per day.
Fortuna's Cornucopia
This clause provides a curious, open-ended blend of luck and the competence of the individual favored by it. It only affects next actively attempted action, and the effects of one's effort may be even potentially doubled, though it cannot enhance a failed attempt. Ban: If Fortuna's Cornucopia is visited upon an individual more than once in a single day, the Contract fails to grace the subject in its standard manner. Instead, it causes a failure of dramatic proportions.
Contracts of ElementsCloak of Fire
This clause protects Mordred from the natural manifestations of fire. The changeling becomes comes comfortable in weather associated with this element and she is protected against damage by its more extreme manifestations. However, the clause cannot protect against damage from objects created or modified with the intention of harming someone. Catch: The changeling bears some symbolic representation of the element in question
Armor of the Fire's Fury
The character clothes herself in a frenzied and damaging manifestation of her chosen element, providing limited armor against all types of attacks and damaging anyone who touches her. This Contract sheathes the character in fire. She character can control the extent of this manifestation, limiting it to her hands so she can attack others, start fires or she can completely cover herself with the element. This element does not harm the character or anything she is wearing. Catch: The changeling touches the element when he invokes the clause.
EDIT: Post training she managed to learn how to use those Contracts with the element of sunlight, easier for her to manage than learning how to wield other element, given her previously established affinity with the sunlight.
Contracts of Fleeting SummerThe Flames of Summer
Mordred drives her anger into the realm of rage making it impossible to disturb and lending extra strength to her wrath. The character becomes implacable in her anger, incapable of being swayed by reason or calmed down. She attacks the targets of her wrath without hesitation or mercy and may not take rational or thoughtful actions. (The effect brings her Strength to Incredible and Constitution to Incredible on its own. She also ignores debilitating effects of her injuries) Catch: The sun is within five minutes of its zenith, and the character has called out a formal challenge to an opponent.
Contracts of Eternal SummerDaughter of The Hearth
Mordred is comfortable in all temperatures, and may even heat a chamber with his power. Catch: The character spits on a fading ember or spark.
Ulf's Heart
Mordred shines the light of high Summer on her surroundings. This is not true sunlight, so it does not harm creatures like vampires, but it might frighten them. Catch: It is within five minutes of midnight.
Noonday Crasp
Mordred borrows some of Summer's immense strength to increase her own (It lifts her Strength to Incredible). Catch: The character eats a chunk of naturally formed ice.
Solstice Revelation
Channeling the light of the sun at its most intense, Mordred reveals all that is hidden around her. Darkness and illusion can hide nothing from her gaze. Catch: The changeling is using the power within five minutes of noon.
The Lord's Dread Gaze
Channeling the destructive power of the relentless Summer sun, Mordred sears her enemies with sunlight. It is a potent beam that deals additional damage to Vampires and other creatures vulnerable to sunlight. Catch: The character's target is wearing or touching elemental gold.
Contracts of Punishing SummerSmoldergrip
Items left long in the sun collect deep and terrible heat: Mordred might use this on a foe in battle, hoping to force the adversary to drop that deadly revolver, or might instead use it to help stall pursuers reaching for that now-scorching doorknob. Catch: The character sports a real sunburn (not artificial).
Battle Bright
The bright light blinds. While using this ability, Mordred makes herself radiate with the white, searing light of the summer sun, a hot bright mote that burns in the eyes of all who see it. This ability can only be used once per day. Catch: The changeling holds a real, burning torch aloft.
Crown of Clashing Fire
With this clause, Mordred chooses a foe on the battlefield with a simple point of the finger. When the two are within 10 yards of one another, a ring of thorns rises up around the two of them and in the next turn those thorns catch fire.Leaving the circle deals serious damage to duelists and it disappears after the duel is finished, the opponent dead or knocked unsconscious Catch: The changeling has one or more scars from her last battle with this foe.
Baleful Stroke of Summer Sun
With a close strike of a deadly weapon, Mordred with this ability infects the target with a debilitating poison that simulates the effects of sunstroke and heat exhaustion. As the seconds pass after the strike, the victim begins to feel the effects take hold. Catch: The changeling strikes with a weapon featuring metal that the changeling himself forged. It must be a substantial part of the weapon: the pommel and quillons of a sword, the blade of a knife, the bludgeoning end of a mace.
THE MASK - A potent supernatural illusion that makes her look like a mortal. She can temporarily tear the Mask away to reveal her for what she really is, but with her nature no longer hidden she has an easier time working the magic of her Contracts. That also attracts attention from the Hedge.
Equipment: She possesses a powerful Token called Dawnspear, which inactive is just old looking, but finely crafted weapon, but upon activation it doubles her speed (lifting Agility to Amazing Rating) and deals additional damage to True Fae. The drawback is that each activation may infringe on Mordred's sanity, making her more obsessive, vindictive and self righteous over time.
Origin: Abducted and brainwashed by a True Fae into a loyal knight, Mordred made her way back into the world and years later got lost in Hedge again, making her way into Nexus. She swore revenge against The Others who made her lose memory of whom she was and trained herself to utmost limits, becoming a champion of Summer Court’s ideal, a warrior woman who fell many foes with one stab of her cursed spear. Now she struggles to not go insane from all weird things happening around her and survive in a city where she is out of her league in spite of being a prodigy back in her world. After all a big fish of one pond might be not so big in larger body of water.
Weakness: Cold Iron penetrates all her supernatural defenses. Increased damage from anti-dragon abilities and weapons. Hand wrought iron causes deep and searing damage.
Likes: Doing what she considers justice, company of reasonable people.
Dislikes: Vampires, the others, mortal authorities when they protect those she considers enemies.