Name: Safina Nai
Sex: Female
Species: Anthro cat
Height: 5'10 / 2'6
Weight: 165lbs / 200lbs
Age: 26 (supposedly)
Age in appearance: 26 ish
Fur Color: white with black spots / white with black stripes
Eye Color: Ice blue
Skin Color: white
Personality: Safina is a very serene woman, who doesn't like to raise her voice. She loves making others happy, and enjoys doing things for her friends. She's a hard working
Weakness: cages, collars, chores, hunters
Profession: Servant
Weapons: Claws
Armor: None
Items: None
Skills: Negotiator - +1 CS to reasoning
Novelist - Can be used for writing a novel as well as reports and poems. +1 CS to reasoning. Only needs to be rolled when working on a major novel or perhaps a front-page news story.
Oratory - An excellent public speaker, motivator, or anchorman. Depending on the situation can apply to either Reasoning or Psyche.
Description and/or Picture:
Stats:
Anthro / Tiger
Fighting: Good / Ex
Agility: Remarkable / Remarkable
Strength: Good / Good
Endurance: Remarkable / Incredible
Reasoning - Excellent / Excellent
Intuition - Remarkable / Incredible
Psyche - Remarkable / Remarkable
Running Speed (in Tiger form): Good or Excellent?
Hit Points: 80
Stamina Points: 80
Mana: 80
Spells / Special Abilities:
Soulbound
Cost: N/A
Uses: N/A
Description: Kiki is bound by the soul to Safina. They feel as one and are aware of the other within a reasonable distance (same island for example). They can feel each others pain, and if 1 is trapped, the other will feel it. If the familiar is captured in their anthro form, it can inflict pain on their bonded partner and makes them susceptible to capture. This is because they share the shifting, and often shift at the same time, though they don't have to.
Cold Resistance:
Cost: N/A
Uses: N/A
Description: User takes 1 cs less damage against cold magic and weather. This does not give them weakness to heat/fire however.
Circle 1 Ice Magic:
Frost Shield
Cost: 5MP
Uses: Psyche
Description: Attacks do 1CS less damage to the caster. Any attack that does less then Typical damage is negated completely. A fire attack that would do at least Excellent damage after modifiers melts the shield. Lasts one round on a white, two on a green, three on a yellow. On a red roll, damage is reduced by 2CS and the first Excellent fire attack only reduces the shield's power by 1CS, it would take a second to destroy it.
Circle 2 Ice Magic:
Frozen Mantle
Cost: 10 MP
Uses: Psyche
Description: Gives another target Good protection against Ice for 1d5 rounds. On a red this become Excellent protection and lasts the full five rounds.
Ice Sculpting
Cost: 10MP
Uses: Psyche
Description: Makes a figure out of ice. While pretty but otherwise useless on it's own, other magical people or schools may be able to animate this as a temporary golem ( Such as necromancy, for example ). The stats of such a golem will be up to GM discretion.
Circle 1 Mind Magic:
Basic Illusion
Cost: 5MP per person being affected
Uses: Psyche ( If being challenged, typically minor pranks need not be rolled )
Description: Can make those around you see small things that do not exist are not really happening. For this level, examples could be a glass dancing across a table. Or a spoon singing such a high note said glass breaks. Nothing larger then a house cat, and no more then three items at a time. Can include sight and sound. Opponents roll psyche, any yellow roll disbelieves. In addition, trying to grab said illusion will break the illusion.
Special Conditions:
1. Must have at least Typical Psyche to attempt to disbelieve an illusion. Only one attempt is allowed unless the person rolling has at last remarkable psyche, then they can roll every round. Those with amazing psyche or, if the caster has amazing psyche as well, one level higher then the caster, see through the illusion.
Telepathy ( Basic )
Cost: N/A
Uses: Psyche
Description: Allows the mentalist to talk to someone in their mind, or read someone's mind. The target has to be within visible range with no obstructions between the two. Do note that even if you just read their mind there is a chance a non-mentalist can sense someone in their mind ( roll psyche and get a yellow or higher ) though they will not know who did it. Once the mentalist reaches circle 4, it is impossible for a non-mentalist to know if someone is in their mind unless they speak or reveal themselves.
Special Considerations:
1. The mentalist is allowed 1 mental link per circle level they know in this skill beyond second ( at third circle they'll be able to make two links, at fourth circle three, etc ). A roll must be made to establish it. A green roll is required for willing targets and yellow for unwilling.. Maximum range is 2 miles times the maximum circle known. At circle 2 this would be anywhere within the city of Oceandia itself.
Biography:
Safina and her familiar lived in the mountains above the rolling plains. She was never expected to be remarkable in her magical prowess or her talents. Though she kept working at it, desperate to please her tribe. The tribe would hunt and migrate down to the lower plains now and then.
The humans had a treaty in place, but some of the human tribes broke the terms. They started hunting the cat people to make slaves of them, and turn them into obedient pets. Safina and her familiar were captured in such a way, and turned into slaves. They kept her familiar in a cage so she would work for them. The first master was not too bad, he didn't hit her too often. The second one was worse. She managed to escape, and spent a bit of time trying to free others in secret from the slave market. She was rescued by Mor Nai along with Maliya, and has now found the master she is happiest with.