Full Name: Warm Embers at Dawn
Nickname: Ember
Age: Early twenties - 23, I think?
Gender/Pronouns: they/them
Species: Human(werecat)
Background: From a village near the edge of the Etain Desert. They left to travel to the Keep and ask to bring back a companion to aid their village's farming efforts and help restore a nearby river that dried up suddenly.
Likes: Thinking about the science of magic; the process and intricacy of decay; chess; running and races; climbing on top of things they shouldn't(cabinets, animals, dressers, shelves packed with glasses); dire trufwolves; reading; food(in the "everything is edible at least once!" way)
Dislikes: Dire trufwolf fur; only getting a portion of themselves wet; getting dressed/undressed; using a comb when they have fingers; droughts; shattered glass; sitting still and silently for long periods of time; frozen bodies of water
Appearance (physical features, style, etc.): Ember wears loose, baggy clothing that, while ideal for the scorching temperatures of the Etain Desert, is often layered over more insulating clothing to protect them from the much cooler temperatures at the keep. Their skin is tanned and their hair is kept short and fluffy - it's brown with dark striping. Ember's canines are long and sharp enough to qualify as fangs and their tongue is rough.
On the days immediately before, after, and during the full moon, their ears become more upright, take a feline shape, and grow hair, as well as becoming more mobile. A long, fluffy feline tail also appears. The fur on both take after the fur on their head, though the stripe pattern is more easily seen.
In their cat form, they are a dark brown classic tabby(this form is most accessible and often used in their daily life). During the night of the full moon, if they choose/are forced to change(not doing so is massively uncomfortable, but once transformed they have to wait until midday to change back), they become this big . . . . feline creature? It's less "AAAA BIG SCARY CAT HUMAN THING" like classic werewolves and more "oh that cat is kinda big - whys it shaped funny" - werecats are built for speed and stealth, not smashing into things like werewolves are. Ember's head is about level with an average humans and their hands are capable of finer movements, but not human level.
Of course, if you'd rather them just be human, I can remove everything about werecats!
Personality (positive and negative traits): The increased speed of movement that werecats are blessed with apples to their thoughts and logic leaps - but while they're good at making deductions, they aren't good at thinking twice and often jump into things headfirst first with no plan. Ember also tends to stick to one train of thought at a time without someone to bounce off of - that's actually how they got to the Keep! In conversations, they tend to be blunt and don't tend to best around the bush.
Hobbies: Eating things that shouldn't be edible but somehow it is(this is meant to be a comedic gag for this character, not a "uhh well they're immune to poison" thing), getting sticky with the resident trufwolves, making intense eye contact with people they don't like as intimidation, volunteering to train more rambunctious hatchlings to not beg for attention(like the thing they do at shelters, where a kid sits and does homework in the middle of the puppies? for training?), helping out in the gardens
Strengths: Ember can move quite fast and almost always wins races - they've yet to lose a race since leaving their village! They're also very good at low-level curses - "your pillow will never be the right temperature!" and "your cuffs shall be damp!" are their favourites.
Weaknesses: Subtle hints tend to go over their head. Their physical strength also doesnt match the speed they move at - they suck at weight lifting and physical combat. They often make snap decisions instead of considering ask the angles.
(More to be added, I suck at these parts - strengths and weaknesses usually reveal themselves through character use, sorry!)
Magic: Ranged/supportive is what they excel at. Transformation magic almost always gets hijacked by their werecat magic - Transformation class labs usually yields feline-esque creatures with interesting properties.
Also, werecat magic doesn't do much when handled consciously - it speeds healing enough that recovery takes half as long and increases one's speed and flexibility by a lot(but not their strength!! werewolves get that) when left alone, but it only changes one's form when consciously manipulated. It could probably be magically blocked or "turned off" by an outside force, I think.
It can be elementally classified as
Life magic.
Starters: Life Prism Fox and Scarf Wyrm
Both of these are Just Little Guys they picked up from the Stream on a whim - I did roll the Prism Fox, though.
I'm . . . . thinking that's everything? I'll use // to indicate OOC