
GENERAL .
• name : maeng koanga hinekorako kanapawai
• alias : cassandra, cass, cassie, tiger
• gender : she / her
• orientation : bisexual
• species : half arsa sidhe, half nua sidhe
• occupation : pirate, best shipwright east of port abmanyo
• zodiac : duel
• voice claim(s) : jess hongPHYSICAL .
• eyes : blue
• hair : black
• height : five feet and six inches
• build : athletic but curvy
• skin : dark tan
• clothing : functional and comfortable, but cute
• distinguishing features : feline slit pupils, slightly pointed ears, rows of parallel stripe-like scars framing her face and extending down each of her limbs, slightly elongated and sharpened canines, snake-like split tongue, pronounced webbing between her fingers and toes, nictitating membranes, a set of proteroglyphous fangs set just behind her canines

IMAGE CREDIT
• _PEACHGORE :
BACKGROUND.
• culture : mistan with korami influence
• current residence : the spire
• nuclear family : yunso, taaura, medea, aoi
• extended family : rio
• pets : n/a
• significant other : hemo
• children : n/aMENTAL.
• mbti : enfj-t
• enneagram : 8w7
• four temperaments : sanguine
• alignment : chaotic neutral
▍ ❝ dexterity. +0
acrobatics: -3
stealth: -3
finesse: +2
▍ ❝ intelligence. +0
healing: -3
perception: +1
research: -3
▍ ❝ harmony. +0
arcana: +2
nature: -1
belief: +1
▍ ❝ strength. +1
fortitude: +3
athletics: +1
forging: +2
▍ ❝ ADRENAL RUSH.
you tap into unnatural strength at your most dire moments. once per round while critical, immediately take any single action. this action does not provoke death saves. additionally, you don't provoke death saves when taking self-inflicted damage (e.g. rage). while in critical, if you critically succeed any check, you stabilize at 1 hp.
▍ ❝ BONDED.
choose someone else that also has this feat, you two are bonded (the bond may be changed semi-regularly). you and your bonded benefit from the following:
you share the same initiative in combat, taking the higher of your two rolls and discarding the lower - you can act at the same time;
when one of you succeeds against a save test that includes both of you, you both succeed; and
you act with a +1 on actions that directly apply to the other (healing, aid, etc.).
bonded: hemo.
▍ ❝ LINEAGE WEAPON.
select one template weapon (excluding unarmed) to become your lineage weapon; it gains a permanent +1 aim modifier when used by you. the weapon may be visually remarkable in some mundane or low-magic way (e.g. glowing, exceptional metalwork, engineered design, coated in embers).
▍ ❝ MUTANT.
your character takes on a hindrance from the list of hindrances. in addition, over the course of their mutation, their skin splits and stretches, leaving some permanent scars along their face and torso. they are able to carry an extra weapon of any type.
hindrance: obsession (ships).
▍ ❝ PRECISE SENSES.
you have a supernatural relation to your senses. you incur no penalty in dim lighting, roll all scent-and-sound-related perception checks with an additional +1 bonus, and can use an action to determine the direction of any smell without requiring a roll. when any target within ranged distance does a concealed action or hides, you can make a free **int: perception check to notice them.
▍ ❝ RAGE.
you are able to spend an action to enter a rage-filled state for the duration of combat or the present situation. once you have incited your rage, you take 1 hp damage on each turn after the first. in exchange, you deal +1 damage to every successful hit, and roll all str (including blocking) and dex-related checks with a +1 until the rage subsides. All int-related checks however are made with a -1 penalty. once it has started, the rage cannot be stopped until combat / the situation ends.
▍ ❝ SEAFARER.
the dark depths of the sea might intimidate others, but you are unfazed. your time aboard vessels has given you a certain swagger characteristic of sailors, giving you an 'in' with other sea-faring individuals, and allows you to scale ropes, netting, and ladders with ease using your normal movement. ships do not count as uneven terrain for you, and shallow water does not slow you.
▍ ❝ SIREN'S SWIMMER.
the water parts before you, hastening your passage and allowing for unparalleled agility within its embrace. you're able to hold your breath for up to 10 minutes underwater and ignore all penalties to movement and rolls inflicted by deep or shallow water.
additionally, your move and dash speed increase by 2 blocks while in water. this stacks with lightning speed and you no longer consider deep or shallow water uneven terrain.
BANE: the individual finds themselves often thirsty and fearful of dry environments, such as a desert or savannah.
FABLED
▍ ❝ CURRENTLY NON-CANON.
▍ ❝ CONJURE ELEMENT.
with minimal effort, the caster exercises influence on the elements around them, even conjuring them into existence. where a spell requires a present element to be manipulated, the caster may create enough through these means. similarly, simple flares such as chilling a drink, forming a sandcastle, stoking a healthy fire, or delivering static shock are accomplished with a wave of the hand or a moment of contact. if unused, the conjured element fades after a minute.
method: a brief gesture to stir the element or contact with the target.
cantrip, inherent (tellurgy), 1 action
▍ ❝ EMOTION BRIDGE.
the caster is able to tap into another's emotions, feeling them for themselves. the target's feeling in turn is slightly dulled-a pain or joy shared. the caster can attempt to get a general sense of the cause of the emotions from them through a har: arcana check.
method: making eye contact or physical contact with a target and holding it while bridging emotions.
cantrip, patron (ciren'na), 2 actions
▍ ❝ WHISPER.
the caster is able to throw a whisper to someone up to 30m (30 blocks) away by locking eyes or maintaining physical contact. only the target can hear the message sent, and cannot reply.
method: locking eye contact or making physical touch.
cantrip, general, 1 action
▍ ❝ SEIZE.
with a touch, the caster bends elemental force to arrest motion itself: electricity surges to lock muscles, or ice blooms to freeze joints in place. when delivered through a successful unarmed strike, the target must resist with a successful str: fortitude check or be held fast, unable to move until the end of their next turn. on a mixed success movement is slowed to half.
method: generating friction between the palms to spark lightning, or exhaling in a breath that frosts the air before striking.
2 anima, tellurgy, 1 action
▍ ❝ SURF.
the caster focuses on a cluster of loose earth or water beneath them, driving ever upward just beneath their feet until a wave is formed. downhill movement, including down natural cliff formations, is made with no movement cost and exempts the caster from any associated fall damage. the effect ends as soon as the caster stops moving downhill.
method: kicking up a wave of water or loose earth.
2 anima, tellurgy, 1 action
▍ ❝ ARCANE LASH.
water, fire, or lightning is weft around the caster's hand, threading and coiling to form a dangerous weapon for the scene. upon casting, the weapon takes the form of either a whip or meteor hammer template without wielding requirements. the weapon remains for the remainder of the scene, until the caster equips a real weapon, or the caster dispels the weapon at will. until dispelled, they may expend one action on their turn to switch from their chosen template to the other.
method: reaching toward a source of water, a burning fire, or the clouds and flicking a wrist as one would use a whip.
4 anima, tellurgy, 1 action
▍ ❝ SHELL.
stone, metal, or ice reinforce a contacted target's person, encasing them in enough material to upgrade the protective properties of their armour-or lack thereof-for the scene. those wearing no armour are considered to be wearing light armour, and all other armor moves up a rank, light to medium and medium to heavy; they take on all of the associated penalties and protection of their new armour class. at the start of their turn, the target may attempt to dispel one added layer beyond their regular armour with a successful str: fortitude contest against the caster's har: arcana.
method: placing a palm against the intended target, willing nearby material to further encase them.
4 anima, tellurgy, 1 action
▍ ❝ PYREBOLT.
an unstable sphere of raging fire is conjured in the caster's hand and hurled toward a point within ranged distance, where it detonates in a searing blast. the fireball's damage and radius start at 2 damage and 2m (2 blocks) and both increase by 2 for each action spent charging it (up to 4 total actions).
the area engulfed by fire is set ablaze along with anything inside of it. the initial explosion can be blocked or evaded, but any targets caught within its radius take increasing fire damage (1 -> 2 -> 3) each round until an action is spent to extinguish them.
if the caster is struck by an attack while charging, the ball of fire implodes on itself, detonating in a radius around the caster according to its charge.
method: drawing heat into the palm, shaping it with careful concentration.
6 anima, tellurgy, 1 action
▍ ❝ STORMCALLER.
the caster can change the state of weather in ranged distance of them, calling for rain, hail, or snow; alternatively, they can redirect such weather away from the area. the effects last for the duration of the day.
method: (needs updating).
6 anima, tellurgy, 10 actions
▍ ❝ WORLDWEAVER.
the scene around the caster shifts in a drastic way, hardly recognizable from the way it was before. grassy knolls shift into ashland crags or frozen tundras as the caster sees fit, etc. as telluric control over matter composition is pushed to its limits, so too are the elements within the scene.
the caster chooses one element. for three rounds, tellurgy spells utilizing that element are cast at one tier lower anima cost (10 -> 6, 6 -> 4, 4 -> 2, 2 -> 0) by the caster and their allies. over the same duration, elemental effects (whether from spells, feats, or other sources) of any other element are ended instantly and cannot be utilized until this spell ends.
as their brief dominance over the area fades, the altered terrain returns to normal and the affected elements function as usual once more.
method: extending appendages outward while focusing on an environment that favors the desired element.
10 anima, capstone (tellurgy), 1 action
▍ ❝ ART BY MIIYRTH.

▍ ❝ ART BY _PEACHGORE.

▍ ❝ ART BY ABAM.
