Origin (Player): {
Created in Roll to Deity} {
actively played for five years in Speical People (from start to finish)} (Lenglon)
Name: Irine
Class: Caster
Alignment: LG
Mana: 100
Traits: Avatar of a fallen god, limited shapeshifter, multi-species, female, human, multi-tail-fox, flame
Appearance: Adolescent female human/Adolescent female human with 3 fox tails (proportionately adjusted to fit the human body, making them quite large), fox ears (again adjusted), carnivorous teeth/Adolescent Multi-tail fox, currently at 3 tails (approx biological age: 130), has gold/orange hair of a moderate length, gold/orange eyes. largest form in terms of volume is hybrid because of the tails, but if you ignore the tails or if you go by mass instead of volume she's largest as full-human. smallest is full-fox.
fur/hair/skin is reactive to light, seeming to slightly glow, as though all light sources are also blacklights, with tiny bright patches scattered all over.(2 points remain unassigned, player thinks the personal skills, especially Soul of Fire, should absorb the points)
Parameters:
Strength: E (1)
Endurance: C (3)
Agility: C (3)
Mana: A (5)
Luck: C (3)
Class Skills:
Item creation (A) (2)
+5 for your roll under number for Mana when rolling to cast a spell.
Territory creation (A) (3) (special, see personal skills)
When not in combat, you can declare one non hostile area. When in that area, you gain 25 mana every action.
Divinity (C) (fallen deity)
+15 Damage
Personal Skills:
Resilient Tails (E)
Description: Irine's tails are noticeably more resilient and protective than the rest of her body, and she can shelter herself behind them against some blows if she is in her full-fox or hybrid forms.
Effect: +2 Endurance against attacks that hit her tails.
Soul of fire (A)
Description:Irine's soul-self envelops a dramatically larger area than her body, and within that area she feels and manipulates all flames as a extention of her own body.
Effect:Within approx 100 yards of Irine's body she is able to feel and manipulate all flames without any effort, spell, or mana expenditure, as well as making her immune to flames herself. most importantly, she can maintain fire effects within this range without cost beyond the startup cost to begin them.
Beacon of flame (A)
Description: Irine grows in power the more firey the environment.
Effect: Irine treats any region with active flames as her territory, the quality of the territory depending on how intense the environment's fires are. This does imply she can create a feedback loop from her flame attacks starting fires that make the combat area give back some of the mana she spent mid-combat.
Spells:
Pyro-shapeshifter (E) (Utility) (self)
Cost: 10 mana
Description: Irine is able to switch between her forms at will. if she is going to a smaller form the lost volume is transformed into fire that she can manipulate, if she is going to a larger form then she requires enough flame to absorb to make up the difference in volume.
Effect: change between forms, no combat effect.
Flame orb (D)
Cost: 20 mana
Description: Irine generates a simple orb of fire that she freely manipulates as her weapon of choice.
Effect: 20 damage to a single target, can be cast multiple times.
Flame Dance (B)
Cost: 40 mana
Description: Irine generates numerous spheres of flame within an area, moving them in complex patterns within the region, making it difficult to move through and burning those that don't dodge well.
Effect: 20 damage to all within the targeted area and attempts to prevent them from moving within, through, or exiting, the targeted area.
Noble Phantasm:
Firestorm (A) Anti-Region
Cost: 50 mana
Description: When Irine no longer cares about collateral damage and has decided it's time for everything to burn, she cuts loose. She has intimate knowledge of the mechanics of flame and its interactions with the fuel and air around it, and uses this to induce either a
fire whirl or a
firestorm. This process takes some time to begin, and requires her full focus to perform, but it continuously grows in power until she stops.
Effects: requires continuous channeling to maintain. grows in rank with every turn it is continuously channeled, begins at E rank, does not fade all at once, instead losing a rank for every turn after the channeling is over. causes (Rank) damage to all non-Irine beings in range each turn and attempts to suck them into the center of the effect at (Rank) strength, disabling them for the turn.