[hider=Karla, the Living Menagerie][b]Name:[/b] Karla [b]Age:[/b] Unknown [b]Gender:[/b] Female [b]Height:[/b] 5'5'' ~165cm [b]Weight:[/b] 54kg ~119lb [hider=Appearance][img]https://cdn.donmai.us/original/4c/a6/__original_drawn_by_sho_sumika__4ca6f622a85ede4ed61ffb65e675e5cc.jpg[/img][/hider] [b]Dream — [i]The Menagerie[/i][/b] A strange and shifting space, with the only consistent feature being its collection of creatures, both real and imagined. Sometimes it appears as an ancient and advanced laboratory, with creatures locked away in glass tubes of an indescribable sort. At others, it's a more rustic location, with proper enclosures, sometimes with accessible entrances Karla can use to get close to the critters. Sometimes, the enclosures are easy for the animals to escape from. Sometimes, there are no enclosures at all, with all of its fauna roaming free in an open field still being set up for construction. At the worst of times, it's an endless stretch of untamed wildlands with predators lurking behind every bush, or an indistinguishable black mass of varying body types pressing in on all sides—an inescapable and crushing nightmare come to life, threatening to consume and swallow Karla whole. Sometimes, Karla finds herself in an enclosure, usually with an inmate... but not always. Sometimes, she wonders if she is part of the Menagerie. [b]Personality/Bio:[/b] Look into Karla's eyes, and you'll see the face of a girl who's used to disappointment. When your ability as a Dreamer results in the constant presence of animal companions, it turns out that civilized society has no place for you to belong. Sure, you might find a few apartment complexes that allow pets, with some caveats. You may even find one or two workplaces in the entire world that allow an emotional support animal—but summoning a common house cat or golden retriever is about as likely as winning the lottery. You'll never find the likes of, say, a starfish, an ostrich, or a whole-ass crocodile under that umbrella, either—and while there are plenty of places full of people "willing to work with animals," what they really mean is that they require their employees to be willing to work with [i]their[/i] animals. Nobody is willing to work with [i]hers.[/i] One might think that her place to belong is obviously among other Dreamers, and while that isn't exactly wrong, it's not exactly right, either. Karla has zero control, more or less, over what is summoned, and whether or not she can command it. She's spent most of her life drifting from group to group, hoping to impress enough to earn a day's wage or at least a meal. Knowing that it's only a matter of time until she summons something as useless as a toy dinosaur or as dangerous as a saber-toothed tiger, she never allows herself to get too attached to anyone, least of all her animal companions which are largely responsible for her misery and don't even have the courtesy of sticking around to serve as substitute friends. They all eventually disappear, leaving her alone again. Even her mother abandoned her long ago, and she no longer remembers her family name or how old she is. The only silver lining is that no matter how disobedient her summons may be, the worst they'll do is ignore her. Most of the time she doesn't have to deal with the dangers of traveling alone, and for that, she's grateful. Having spent all of her days surrounded by animals and most of her nights sleeping in the wilderness, she is pretty much numb to the inherent terrors mother nature holds over most "civilized people." She's used to the various howls and cries, and can easily tell them apart from the otherworldly noises made by nightmares. She has a sense for real danger, knowing when to pack up and go. If she awakens to the sensation of a snake or spider on her skin, she'll quickly go back to sleep. She naturally possesses many survival skills that other Dreamers have to be trained for, as well as some that they aren't, such as—mercifully—how to make soap. Whereas other Dreamers often forget these skills as they rise through the ranks, they are so ingrained in Karla that she'll never lose them. She has that impossibly practical and paradoxical nature of having the eye for details, but the personality type of not sweating the small stuff. She travels light, her greatest luxuries being the handful of multi-tools she's found and repaired while exploring the ruins of the old world—her finest treasures, if you were to ask her. [hider=The Menagerie — Mechanics]Summons are created involuntarily whenever the previous summon expires. At any time, a summon can teleport to Karla's side, or vice-versa if the summon is sufficiently [i]enormous.[/i] [b]D20:[/b] Determines the familiar's school of magic. Sub-schools are shown in parentheses.[list] [*]1-2: Fire/Ice (Heat and Cold) [*]3-4: Water/Thunder (Storms and Lightning) [*]5-6: Wind/Earth (Form and Substance) [*]7-8: Light/Shadow (Holy and Profane) [*]9-10: Nature/Artifice (Wood and Metal) [*]11-12: Truth/Illusion (Sight and Sound) [*]13-14: Inertia/Kinesis (Stop and Go) [*]15-16: Time/Space (Sun and Moon) [*]17-18: Blessing/Curse (Life and Death) [*]nat19: Divine (Commandment) [*]nat20: Primordial (Chaos)[/list] [b]D8:[/b] Determines the familiar's level of power, from Tier 0 to Tier 7.[list] [*]1: Tier 0 - An inanimate object. Does nothing at all, but might be of dubious real-world utility. Example: Rubber Duck (Water) [*]2: Tier 1 - The most basic of familiars. Entirely unintelligent and commonly know only utility spells. Example: Will-o'-wisp (Fire) [*]3: Tier 2 - Below-average summons, capable only of following basic commands and casting basic spells. Example: Wight (Shadow) [*]4: Tier 3 - Average summons, capable enough to hold their own without commands. Dog-like intelligence. Example: Dire Wolf (Illusion) [*]5: Tier 4 - Above-average summons, often large and very capable in combat. Typically intelligent. Example: Colossal Squid (Water) [*]6: Tier 5 - Dangerous beasts, often dwarfing Karla in size. Near-human intelligence at a minimum. Example: Sasquatch (Nature) [*]7: Tier 6 - Extremely dangerous to handle, these anthropomorphic creatures humble human intelligence. Example: Wendigo (Ice) [*]8: Tier 7 - Supreme minions suitable for deities. Beyond all human reasoning. The kings of monsters. Example: Conquest (Divine) [*]nat20+8: The Tier 7 Lucky Black Cat familiar. Its Primordial Meows are said to cause miracles to happen. Zero obedience.[/list] [b]D4:[/b] Determines the creature's first reaction to being summoned.[list] [*]1: Fight Response. Charges Karla, attacks the enemies nearest to her as she runs away. [*]2: Flight Response. Flees from Karla on instinct, attacks random enemies as it flees. (Tier 5 and above defend instead of fleeing.) [*]3: Freeze Response. Does nothing for the first turn it's summoned, but will allow Karla to mount them if applicable. [*]4: Calm Response. Will allow Karla to mount them or issue commands where either is applicable.[/list] [b]D4:[/b] When failing an obedience check, perform a random action.[list] [*]1: Physical Attack [*]2: Magical Attack [*]3: Defense/Parry [*]4: Do Nothing[/list] [b]D100:[/b] Determines how difficult the creature is to handle, from 0 (totally wild) to 99 (99% obedient)[list] [*]Note: Tier 5, 6 and 7 creatures carry an innate obedience penalty of 20, 40 and 60 percent, respectively.[/list] [b]D12:[/b] Determines the number of rounds of combat the familiar will remain for, ranging from 1-12. [b]D6:[/b] Determines how many times the summon can use its magic, ranging from 1-6 spells to cast.[/hider][/hider]