Azif


Song

Character Info

Name: Al-Azif 10 Stat, 19 Class Point, Necronomicon Race: Demon Book
Age: Ancient
DOB: Unknown Birth Planet: Earth
Eye Color: Golden Hair Color: Dark Hair Length: Mid-Back
Height: 5'4" Weight: 110 Build: Lithe
Cup Size: B First Appearance: Geyze: Record War Session 97 Generation 1
Partners:

Children:

Siblings:

Parents: Abdul Alhazred

 

Attributes


HP: 25 + 10 = 35
Strength: 10 of 25 Dexterity: 0 of 25 Willpower: 10 of 25 Intelligence: 25 of 25
Wisdom: 10 of 25 Charisma: 5 of 25 Special: 0 of 25 Element: Wind

 

 

Item Pouch


Item 1: Sand Whip The sand is able to be transformed into a whip and shield, though the transformation time between the two forms takes time. Azif commands the sands to take shape to strike her enemies with painful sand particles and can use it to shield herself, preferring to not get in close.
Item 2:    
Item 3:    

 

Abilities

[Ability Move I] Azif has her disposal a huge archive of ancient spells and knowledge; the problem is she can only access it if she makes deals with people that seem to know what spell THEY want what knowledge THEY seek. Azif might be a walking arsenal and have at her hands all the deadly knowledge of the world, but she is limited in what she can do.

 

[Racial Move I] Racial Ability B: Mystic Eyes. The Daemon can use theit eyes to note vital points on a body to know where to strike easier. This puts a strain on the Daemon. (unless they have a move related to eyes to help buffer it)

[Racial Move II] Racial Ability D: Immunity. The Daemon is immune to any sort of toxins that are thrown their way, no matter the type of daemon they may be.

 

[Strength Stat Bonuses 1] B) 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] C) Your character can get some bonus 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] B) 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] C) Your character can push through pain and keep going as long as they have at least 5 HP. This will allow them to keep their body moving no matter how broken it may be.

 

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

[Intelligence Stat Bonuses 2] A) 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] C) A mage can grasp ancient knowledge easier - this allows them to gain answers from the GM instantly.

[Intelligence Stat Bonuses 4] I) Mages can locate ancient magic weapons to wield while those who follow the technology route can find ancient Spirit Technology to use.

[Intelligence Stat Bonuses 5] A) Azif can draw on her many magical spells without needing someone to direct her and unleash a devastating Spell of the Necronomicon to draw the life force of the nearby enemies to feed power to herself to double her magic power and heal any wounds inflicted. (this will also kill weaker enemies)

 

[Class Abilities] Blood Restoration (Intelligence 5):

This uses one's own blood to heal another - the more blood (HP), the more healing results will be achieved. [Costs 1 Class Point]

[Class Abilities] Blood Shield (Intelligence 10):

This invokes a shield made from one's blood/HP, using their own life force to protect them. It creates a powerful shield with 5 HP. [Costs 2 Class Point]

[Class Abilities] Blood Summoning (Intelligence 10):

Allows the magi to make a blood summoning ritual to bring forth beings - spirits, monsters, humans, etc. [Costs 1 Class Point]

[Class Abilities] Blood Drain Magic (Intelligence 20):

Steal HP from others to restore your own so that you can continue casting magic. [Costs 2 Class Points]

[Class Abilities] Blood Puppet Magic (Intelligence 20):

Controls the blood in a person's body and moves them around like a puppet. [Costs 4 Class Points]

[Class Abilities] Black Magic Part I (Intelligence 15):

This teaches Black Fire Magic - granting Black Fire Blast. This fire continually burns the enemy for continuous fire damage. [Costs 2 Class Point]

[Class Abilities] Poison Magic (Intelligence 10):

This unleashes poison magic upon an enemy and begins to drain their life force. [Costs 1 Class Point]

[Class Abilities] Black Magic Part VII (Intelligence 20):

This teaches Black Dark Magic - granting the Black Hole. This allows the spell to attempt to swallow the enemy into the void and consume them. Or at least hold them. [Costs 2 Class Point]

[Class Abilities] Black Magic Part V (Intelligence 15):

This teaches Black Lightning Magic - this grants Static Field. The field is filled with lightning and strikes all over, making it hard to escape. [Costs 2 Class Point]

[Class Abilities] Blood Transformation (Intelligence 20):

This allows one to transform their entire form into another if they can get ahold of their blood or hail/tissue. The transformation is still not perfect as it will not change your height or other parameters like that. And the time to remain is low. [Costs 3 Class Point]

[Class Abilities] Comet Magic (Intelligence 15):

You bring down a large object from the sky to do massive damage to the target and the surrounding area around them. [Costs 3 Class Point]

[Class Abilities]

 

 

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


You can write this up if you'd like to go more into the history of your character and bring us up to speed on everything they've been through.


 

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