Name: Meleria
Background: This teenage Foxkin really has no buisness being in the Tower, though she doesn't see things that way. She sees it as being about what she needs. Either she succeeds here, or she has no future, so she might as well try.
Meleria's a Foxkin, a type of beastkin, and a minority that is commonly viewed as subhuman. Her family worked as peddlers, performing odd jobs from place to place, and living a mostly self-sufficient life. Never staying in one place overlong, so no one place was ever motivated to actively drive them off. Of course, that means when their wagon was attacked on the road, there was nobody to look for them. Nobody to provide the urgent medical aid they needed. Nobody to make sure that when Meleria crept back to the wagon from her hiding spot she'd run too during the attack, she wasn't alone.
lacking the skills to repair her family's wagon, she had to leave both it and her family's remains behind, limiting herself to what she could carry on her back. She found herself in the city of the Tower, and also found herself with a choice. She didn't have the right skills to make a proper living in the city, and to her mind attempting to find someone to take her in would just result in her becoming enslaved. But the Tower represented an option she wouldn't have anywhere else. A risky option for sure, but... What's she got to lose?
Description: This small female Foxkin has tan skin, brown shoulder-length hair, green eyes, and orange-brown furred ears and tail. She has slight build and a nervous but focused demeanor, her eyes and ears flicking about in reaction to slight noises. She has a habit of holding her own tail when anxious, and when resting tends to curl up with it in her arms.
Statistics
Skill-at-arms: 0
Brawn: 1
Focus: 2
Conviction: 2
Wounds: 0.25
Arcana: 0.5
Inventory and Equipment
Right Hand:
Left Hand:
Armor: Simple Clothes
Trinkets:
Perks
Acrobat: You are particularly adept at climbing, jumping, vaulting, and clambering. The first time in a turn a 1 is rolled for any such feat, it is instead rerolled.
Attuned:You are aware of the ebb and flow of the world's arcane current, and have the potential to tap into it. You may cast spells.
Flame attunement: Your spells that have a chance to ignite enemies will always do so.
Spells
Immolate (0.5 Arcana, 0.5 Wound, ranged, can ignite enemies for continuous damage)