Alt Yi-Sa


Song

Character Info

Name: Alt Yi-Sa 0 Stat Points, 0 Class Points Race: Familiar-Human
Age: 22+
DOB: During Croza War Past - 10-642 Birth Planet: Geyze
Eye Color: Red Hair Color: Purple Hair Length:
Height: 4'11 Weight: 95 Build: Shapely
Cup Size: D First Appearance: Geyze Record of War: Session 67 Generation 2
Partners:

Children:

Siblings:

Parents: Gwen (father. 1/3/5970 CE - Dual: 1), Talia (mother. 5.20.5990 CE - Dual: 30),

 

Attributes


HP: 25 + 15 + 10 bonus= 50
Strength: 15 of 25 Dexterity: 0 of 25 Willpower: 15 of 25 Intelligence: 30 of 30
Wisdom: 5 of 25 Charisma: 5 of 25 Special: 0 of 25 Element: Water

 

 

Item Pouch


Item 1: Void Blade (Relic) A powerful Spirit Relic This weapon wields the ability to unleash the power of Void
Item 2: Mana Crystal x3 These mana crystals restore lost mana As mana becomes depleted, these recharge one back to full
Item 3: Brooke's Ring Allows one to breathe under water and control it It allows one to control the water to attack and form bubbles to breathe.

 

Abilities

[Ability Move I] Mana Warrior: Between her Familiar and Human Roots, Alt uses Mana as primally as any familiar but has also learned to shape it as a human does through Mage works.

Use 1: Mana Slash - Alt channels her mana into her sword strike, creating a slice beam that rockets out slicing with a pure mana force. If her weapon is conducting any other element, her slice takes on that elemental quality. (Damage)

Use 2: Invert Mana - Alt can defend herself by absorbing a spell as it hits her, reducing the damage and refilling her own mana a bit from the spell. (Reduce Damage + Recharge)

Use 3: Copy Mana - Alt can attempt to replicate a recently cast spell that another person casts by attempting to reconstruct it with raw mana. (Replicate attack @ 2x the cost.)

 

[Racial Move I] Racial Ability B: Mana Drain: Once per session, a familiar can attempt to drain mana from a living being or the area for a quick attempt to refill their life/energy.

[Racial Move II] Racial Ability D: Inner eye. This allows a person to truly see what is there for a brief time.

 

[Strength Stat Bonuses 1] Strength Bonus I - Your character can skip a roll check when it comes to trying to bypass any strength related check before them (something blocking them, enemy, etc)

[Strength Stat Bonuses 2] Strength Bonus II - Your character can skip three OG checks when in combat situations.

[Strength Stat Bonuses 3] Strength Bonus III - Your character gets even higher damage to your character's damage output if you have any moves on your character that do damage. (Character Unique Moves, Class Moves, etc)

 

[Willpower Stat Bonuses 1] Willpower Bonus I - Your character is strong enough to endure most toxins/ailments without immediately getting sick, even if it is an unknown disease. (slows down all ailmemts)

[Willpower Stat Bonuses 2] Willpower Bonus II - Your character can get an extra 10 HP bonus.

[Willpower Stat Bonuses 3] Willpower Bonus III - Your character can attune with any type of special weapon through sheer will alone - physical, spirit, ancient, etc.

 

[Intelligence Stat Bonuses 1] Intelligence Bonus I - Your character is attuned to mana spots in nature and is able to draw from them

[Intelligence Stat Bonuses 2] Intelligence Bonus II - A mage is able to preceive an answer related to a magical problem easier than normal due to having studied so much magic.

[Intelligence Stat Bonuses 3] Intelligence Bonus III - A mage can skip one OG related to magic checks related to any magic problems and instantly solve the problem.

[Intelligence Stat Bonuses 4] Intelligence Bonus IV - This allows a mage to sense mana sources, who has mana abilities, and to understand more about magic in general.

[Intelligence Stat Bonuses 5] New Move: The Eldritch Cat
Use 1: Long Cat Claws - The Essence of Alt's attack stretches impossibly long to reach it's target, for the one being attacked it seems as though reality itself was tearing to find them over any distance, to anyone else it looks like a long shadowy cat paw reaches out to swipe her foe. (Attack Augment, Long Range Even for Melee)


Use 2: Dreaded Shadow of the Alley Cat - Alt seems clueless about some of the things her Guardian does to protect her. When threatened, Azif may appear behind her as an impossible shadow form cat with many eyes looking down ready to consume those around her. (Fear Attack, Weak Enemies Stunned, Stronger Ones given Urge to Hide - May Run or be Distracted in Attacks / Defense)


Use 3: The Mouser's Eyes - Alt has the gaze of many ancient things behind her eyes these days, sometimes they tell her things when she doesn't expect it. Alt may randomly gain intense and intimate knowledge about people when she looks at them. Said person has bad dreams the night after about a cat trying to get them. (GM Willed Enlightenment at Random)

 

[Wisdom Stat Bonus 1] Wisdom Bonus I - When you step into a battle, your wisdom will allow you a chance to ask the GM for any information you feel is relevant regarding the situation.

 

[Charisma Stat Bonus 1] Charisma Bonus I - You have a low chance to convince NPCs to give you another chance when you've blown it.

 

[Class Abilities] Basic Transformation (Willpower 5):

Those who can transform from one state to another usually are beings like Kitsune who can hide their ears and tails then bring it out; or a Maka who can transform into a Magical Girl. A basic Transformation Spell is changing from one state to another even if it's just changing one's appearance of clothes - there isn't that that much of a drastic change. (well I guess if you went from no cat ears to ears that is a bit of a big change to some) [Costs 1 Class Point]

[Class Abilities] Advanced Transformation (Willpower 10):

The Transformation now allows a person to change even more about their appearance while retaining basic requirements like height and weight. Facial features, hair color, etc. are all game now. [Costs 2 Class Point - Basic Required]

[Class Abilities] Complete Transformation (Willpower 15):

Allows a person to transform into another person for a brief time. [Costs 3 Class Point - Advanced Transformation required]

 

[Class Abilities] Armor Transformation (Intelligence 15 and Willpower 15):

This allows one to transform one's own body or clothes into armor around them for a short period. [Costs 5 Class Point - Complete Transformation]

[Class Abilities] Healing Magic (Intelligence 5):

This teaches basic healing spells - restores damage to body and half HP. [Costs 1 Class Point]

[Class Abilities] Advanced Healing Magic (Intelligence 10):

This teaches advanced healing spells - restores damage to body and full HP. [Costs 1 Class Point, needs basic]

[Class Abilities] Group Healing Magic (Intelligence 15):

This does group level healing. [Costs 2 Class Point, needs advanced]

[Class Abilities] Magic Shield (Intelligence 15):

This casts a shield of magic to protect the user from magic attacks. [Costs 2 Class Point]

[Class Abilities] Mana Detection (Intelligence 10):

This allows one to detect sources of mana in the world. [Costs 1 Class Point]

[Class Abilities] Elemental Sword (Strength 5, Intellience 10):

This has your weapon engulfed in an basic element of your choice to strike at your enemy. [Costs 2 Class Point]

[Class Abilities] Hold Your Ground I (Strength 10):

You can withstand attacks or magic without losing your ground or being knocked back. [Costs 2 Class Point]

[Class Abilities] Critical Damage (Strength 15):

You can do double damage for a short period of time [Costs 2 Class Point]

[Class Abilities] Special Strike (Strength 15):

This is a move that will allow you to strike with your weapon and attack the enemy for high damage, ignoring armor. [Costs 2 Class Point]

[Class Abilities] Shield I (Strength 15):

Allows you to shield the party from an attack without taking damage [Costs 2 Class Point - Hold Your Ground]

[Class Abilities] Ultimate Concealment (Wisdom -2):

This allows one to hide any object under a magical veil that cannot be pierced no matter locator spell is used [Costs -2 Wisdom]

[Class Abilities] Fish Spell (Wisdom -1):

Turns a person or a thing into a fish [Costs -1 Wisdom]

[Class Abilities] Speak with the Dead (-1 Wisdom):

This allows for a perfect Speak with the Dead, so that one can question a recently killed enemy. It does not work on spirits or ghosts. [Costs -1 Wisdom]

[Class Abilities] Wild Boost (Intelligence 25):

Increase your max overall Intelligence by 5 points. [Costs 5 Class Point]

[Class Abilities] Wild Magic I (Intelligence 15):

The symbols for Fire Magic demonstrate a way to create fire in a new way. It appears to be extremely potent and can be made in any situation no matter where thanks to drawing it. [Costs 3 Class Point]

[Class Abilities] Wild Magic Part II (Intelligence 15):

The symbols for Water Magic demonstrate a way to create water in a new way. It appears to be extremely potent and can be made in any situation no matter where thanks to drawing it. [Costs 3 Class Point]

[Class Abilities] Fire + Water Magic = Steam (Intelligence 15:):

Mixing the two words together of fire and water, it will create a new type of magic - Steam Magic, which can be used to unleash in someone's face. This is an example of how combining various words in Creation makes new Magic. [Costs 1 Class Point]

[Class Abilities] Tactics (Intelligence 25):

Your character is capable of putting together tactical plans. Or if you feel you are not capable of doing so, the "Gods" will aid you by aiding you in tactical plans. [Costs 3 Class Point]

[Class Abilities] Gladius Compatible (Willpower 10):

This allows those to synch up with a Gladius partner since they are a transformation being. If you are a Gladius, taking these various abilities makes you a more deadly Gladius. .[Costs 2 Class Point - Complete Transformation]

[Class Abilities] Status Ailmemt Magic (Intelligence 10):

Cures most known ailments. [Costs 2 Class Point]

[Class Abilities] Detect (Intelligence 20):

This spell can be used to try to detect the true nature of an object or person for insight. [Costs 1 Class Point]

 

 

Beliefs and Goals


This can be written up if you'd like to go more into your character's thought processes and goals.

 

Background History


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