Full of fire and enthusiasm, Nina wants nothing more than to help everyone all the time with everything.  The easiest way to become Nina's best friend is to ask her for help with things and make her feel like there is a lot she can do for you.  Did I mention that she is a genie who has to grant your wishes anyway?  I guess she's pretty intense about that whole thing.  She never thought she'd get selected for a Qarin but she's pretty excited to see how much she can learn and grow from the experience.  Her human identity came with enrollment into the University.  The problem is, she's also pretty sure she's not really good at anything.  Except dance.  Might as well study that. 

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Basic Info

Full Name: Nina Sorrel

Race: Genie (Ifrit)

Age: 19

Height: 4'10''

Weight: 95 lbs. 

Sexuality: Pan

True Name: (you can decide later)

Languages: Geniespeak is her first language, and she acquires the first language she hears her master speak. 

Flavor Requirements

The Lamp

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Nina's "lamp" is a fancy zippo.
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Inside the lamp.

Nina's lamp is a fancy Zippo lighter.  It is functional and never runs out of wick or fuel.  When the lighter is lit, all the candles in Nina's room glow brightly, and then Nina is summoned out, if she happens to be in there at the time. 

Nina turns into smoke to go inside, but this is just flavortext. Although it looks exactly like her "Turning Into Smoke" magic skill, going into her lamp doesn't require a roll. 

Magic

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An Ifrit.
  • Racial Element: Fire.  Nina also has Extra Magic Ability (Fire Magic) x2. 
  • Magical Aptitude (wish only): Illusion

Fire Magic: Control Flame. 
She must be able to move her body extensively and the flames are reminiscent of the way she moves.  

Fire Magic: Conjure Flame.
On a success by 0, the flame is the size of her hand.  On a success by 1, the maximum flame is the size of the basketball.  On a success by 2, the maximum flame is the size of 2 basketballs, and so on.  Nina must stand still and close her eyes in order to attempt to conjure flames. Nina can also add this much to an existing flame.  Flames she conjured are fueled by her own energy, so they don't need fuel but will tire her out eventually.  She can only concentrate on one flame at a time. 

Fire Magic: Turn Into Smoke. 
After concentrating for five seconds, Nina's body turns into dark gray smoke.  If she succeeds by 4 or more, then her clothes and possessions (up to a backpack amount) can be transformed with her.  
Create Illusion: Summon Person (can only be used to help grant wishes)

Nina creates the appearance of a regular person standing around, doing whatever a normal person might be doing in the present circumstance.  She doesn't have great control over what they look like, but she can choose an easy "function" to imitate, as long as it is something that fits the situation the illusory person is conjured into.  The person can move around and act normally for the function they given, but they can't manipulate physical objects.  They can speak to exchange very basic pleasantries, but they don't really know anything.  If someone tries to interact with them further, they will try to excuse themselves by running for the bathroom or taking a phone call. Nina doesn't have control over them once they are conjured, and they last a number of minutes equal to her margin of success.  She can roll again to add to the duration. 

Weakness to Water/Ice

  • Hates the cold.  
  • Phobia of water. She doesn't know how to swim or hold her breath.
  • She has ineptitude with Cold Tolerance and Swimming. 

Art is Service

Nina is a dancer. She does ballet, jazz, and modern/lyrical. 

My Own Way

Nina changes her Elemental Manipulation to Charisma instead of Intellect because it's driven by her passion and freedom of expression.  

Talent/Ineptitude

As an Ifrit, Nina is passionate, quick, and decisive, so she has talent at Fire Magic, Heat Tolerance, Acting Quickly, and Persuasion. She has ineptitude with Cold Tolerance and Swimming because she doesn't do well with ice and water. 

Backstory & Origin

Where are you from and what are you doing on the Isle of Luachmhar?
Text


Backstory Connections
List the characters you are connected to, the story between you, and who gets what Leverage. Everyone must do at least three connections. 

  • Chase Lavigne's School of Dance
  • Vincent had her lighter previously. 
  • Martial Arts and Fitness Center of Tullach Port - yoga and pilates. 
  • Nina served Bradan a few weeks before the start of school. His three wishes were to retrieve his staff, to feed Nightshade, and to sign up for school.  A conversation was had in which Nina explained that the wish helps give her more luck and power toward the goal. Nina was already willing to feed Nightshade when the wish was made.
  • Nightshade fed on her. 
  • It was Erin who had stolen Bradan’s staff, at the request of the Moonrise Coven.  When Erin caught Nina in their storage locker trying to get the staff, she proved to be quite the slippery little thing, dodging and escaping all their traps in what became an entertaining dance of flame and shadow.  Nina escaped mostly unscathed in the end, but harbors curiosity toward them.  They can have Leverage on her for knowing that she’s magical. 

Masters Served

Stuff To Remember

Things Others Should Know

  • Easy to Read: You are out on your sleeves and tend to broadcast your thoughts, feelings, and intentions. Roleplay it!  Others roll at +2 for relevant rolls to read or understand you. 

Things I Can Do

  • Let Me Help: Once per scene, you can give someone Leverage on you to get +2 to your next roll to help them. Whenever someone rejects your help, gain 1xp. When your help makes something worse for someone, your rolls against them are at -1 until you apologize. You also get +1 to a skill of your choice that can be used to help people. 
  • Fire Magic: Create flame, control flame, turn into smoke.
  • Answer The Call: When someone spends a point of Leverage to call out to you, you can choose to roll versus Bravery to instantly go to them. After rolling, but before results are determined, you can spend any number of Leverage that you have on them to improve your roll (+1 per Leverage). On a critical fail, you have a mishap determined by the GM. On a fail, you don't manage to go anywhere. On a success, you appear at their side. On a critical success, you arrive and then take up to two seconds to assess the situation, and then you can immediately take them back to where you were.
  • Lamp: Can hide inside of a fancy zippo. 

During Scenes

  • Dancing: Once per scene, if someone buys or accepts a piece of your art, gain Leverage on them. If they enjoy it, take +1 to your next roll against them, and you both gain 1xp. Take -1 to all Perception-based rolls while working on your art or performing. You also get +1 to a skill with an artistic component of your choice. Flavor Requirement: Describe the type of art this applies to, and choose an articistic skill. 
  • Exemplar: Agile: When you are in a scene with someone with higher Agility than you, give them Leverage.  If you finish a scene in which no person had higher Agility than you, take leverage on someone who noticed how your Agility sets you apart, makes you unique, or makes you exemplary.  Once per scene, when you roll against anything in the Agility tree, gain 1xp. You can only take at most one Exemplar template.

Triggers

  • Phobia: water/swimming/cold
  • Weakness to Cold: You have an incapacitating supernatural reaction to your opposing element. If you are exposed to it, you must immediately make a Pain Tolerance roll every minute. On a failure, your attributes all have a -5 penalty.  Contact with the substance might also sting or burn you, weapons made of it might hurt you more, etc. Flavor Requirement: This definitely applies to elemental magic of the type that opposes yours, but how else does this effect you?
  • Qarin: Whenever a roll would help you grant a wish, take +1 to your roll.
  • Your Wish Is My Command: When your Master makes a wish, they gain 3xp. When you grant the wish, gain 3xp and Leverage on your master.
  • Stronger Compulsion from True Name: When someone uses your True Name to get you to do what they want, you must make a Will roll.  If you succeed, it's your choice whether to do what they said.  If you fail, you must do what they said.  In either case, you get the XP if you do it.


Other Info

  • Passionate
  • Decisive
  • Readily accepts change
  • Feels stagnant and bored easily
  • Goofy to a fault. Generally has to make an effort to become serious. 
  • Nina really really really wants to help. Everyone. All the time. She is always looking for ways to help someone. Even if they don't need it.  It can be annoying.