Name: Alauna 'Kitsy' Kura
Sex: Female
Species: Kitsune
Height: 5'4 human, 3' fox
Weight: 110 human, 45 fox
Age: 190
Age in appearance: 19
Hair Color: brown
Eye Color: red
Skin Color: peach
Personality: *Alauna, better known as Kitsy, is very cute and silly. She would be best described as your childish teenager with a painfully adorable ego and mindset. With only two tails she believes that childhood should be enjoyed to it's fullest. Kitsy even makes battle and sparring fun, dancing and taunting all around the field as she laughs and sings make-shift songs about the best, or sometimes the worst, parts of people. She gets hurt very easily, however, and is quick to tears, but offer her icecream and you'll be her best friend. Sprinkles and chocolate only make that a lifetime bond
*
Weakness: Icecream may just be her biggest weakness... that is of course nest to ice magic, water magic, frost magic, and holy magic.
Profession: Trickster
Weapons: A pouch of poison darts (12 darts) 6 of which are neurotoxin that causes temporary paralysis and the other 6 which are hallucination inducing nightmare darts.
Armor: Her armour is made of ritually corrupted kimones, the ritual allows simple cloth to defend against good-level cold attacks ( all ice and water damage is reduced by 10 )
Items: A talisman which is blessed by dark magic, this allows her to retain a human form, and speak via human lips. Lost of this talisman forces her to use telepathy and be reverted into her fox form with twin tails
Skills: Martial arts A, Martial arts C, Jumping, Crime (2 slots)
Picture:
Stats: Human / Fox
Fighting: Excellent / Typical
Agility: Remarkable / Incredible
Strength: Typical / Good ( Magical blood gives her enhanced strength in fox form. Should she get hit with an ice spell as a fox, her strength drops down to feeble )
Endurance: Excellent / Remarkable
Reasoning: Good
Intuition: Remarkable
Psyche: Excellent
Hit Points: 76 / 78
Mana: 60
Spells / Special Abilities:
Empathy ( Basic )
Cost: N/A
Uses: Psyche
Description: The mentalist attempts to sense, aided by a person's words, general demeanor, and their very top-most feelings, if they are being truthful or not. Once you reach circle 3, this does not have to be rolled for unless contested.
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 highr ) 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. A roll must be made to esptablish 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. At circle 3 this is to the Seventh from town, essentally most of the island.
Fire
Cost: 5MP
Uses: Psyche
Description: Does damage equal to casters Psyche -2CS. Agility to dodge.
See The Great Beyond
Cost: 5MP
Uses: Psyche
Description: Allows the caster to see nearby spirits and incorpreal beings. Also allows the caster to see through illusions if they beat the illusionist's roll. Once the caster knows at least one spell in the fourth circle, this spell becomes the equivilent to Astral Sight, has it's mana cost removed, and a roll is only required if something is impairing the caster's access to the Astral Plane.
Shadow Minion ( Level 1 )
Cost: 5MP, returned when the tendril is returned to it's plane. If the tendril is destroyed in an attack or dispelled by magic, this MP is lost, and the caster also takes 5HP damage.
Uses: Psyche to learn, none otherwise.
Description: allows you to summon a shadow tendril from the plane of shadows. These tendrils can do basic tasks, but cannot fight. When destroyed or no longer needed, it will go back to the plane it came from. Learning this spell is required in order to use almost any of the other shadow skills. As such, any potential shadowmancer must prove they can communicate with the shadow realm before they can be taught any other ability. Level 1 mastery allows the control of a single tendril.
Special Conditions:
1. Limitations for the tendril: It can move any item up to a maximum of 10 pounds. Any Light attack aimed at the tendril will dispel it. Any physical attack of 10hp or more will dispel it. It has no defense roll. If the shadowmancer loses conciousness, the tendril will vanish.
Create Darkness
Cost: 5MP
Uses: Psyche
Description: Removes light from an area, plunging an area into darkness. At Circle 1 this can darken the average bedroom. Circle 2 a large living/dining room area. At Circle 3 it can darken an entire restaurant. Circle 4 and above this spell works outdoors during the daylight hours as long as there is at least some shadow coming from above, such as trees in a forest ( this will not work on an open beach for example ). This spell lasts for 1d5 minutes / rounds times the maximum Circle of the caster.
Burning Hands
Cost: 5MP
Uses: Psyche
Description: Creates a firey aura around target's hands. This fire does not harm them, but instead adds +1CS damage to any unarmed attack. This spell lasts 1 round on white, 2 on green, 3 on yellow. On a red roll, all successful strikes also add 1d6 damage.
Biography: