Bonnie Sweet


Song

Character Info

Name: Bonnie Sweet 10 Stats, 28 Class Point Race: Familiar
Age: 1370+ / Appeared Age: 17
DOB: Unknown Birth Planet: Geyze
Eye Color: Red Hair Color: Blue Hair Length: Butt
Height: 4'9 Weight: 90 Build: Waif
Cup Size: B First Appearance: The Duality Wars: Session 36 Generation 1
Partners: Chelsea (wife. Jan. 5958 CE - Dual: 17), Cypher (wife. Dual: 6),

Children: Cherie (daughter. 5.7.5993 - Dual: 136), Cloé (daughter. 5.7.5994 - Dual: 138),

Siblings:

Parents:

 

Attributes


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

 

 

Item Pouch


Item 1: Mana Daggers This dagger is filled with her life force Bonnie infuses the daggers with her mana to jab into her opponents; she can even break it off into them to keep pouring damaging mana
Item 2: 3x Mana Crystals Crystals filled with precious, precious mana Due to Kumen lacking mana these days, Bonnie carries a handful of crystals on her person so she can go outside the casino and survive.
Item 3: Chad's Mana Suit Not technically armor, this suit is worn under her clothes to keep pumping mana into her being The Mana Suit provides precious mana into Bonnie when she leaves the casino and treks about the surface of Kumen.

 

Abilities

[Ability Move I] Bonnie has the ability to build off Racial Ability D. She can turn into a basic blue cat for as long as she wants which allows her to travel places she normally cannot. She can also transform into both the White Hair form of Familiars which doubles their magic damage for a short time and Purple Hair form, which doubles their strength for a time. [This can be shared with her familiar partner]

 

[Racial Move I] Racial Ability A: Familarize - allows the Familiar to use up all their mana at once to triple their strength, willpower, intelligence, and wisdom as well as their Pactmaker; the drawback is this leaves the familiar literally dying due to all their mana being stripped from their body afterward.

[Racial Move II] Racial Ability D: Transformation: Familiars can become stronger either with white hair or purple hair depending on what path their transformation takes. A rare Familiar might can juggle both if the GM allows it.

[Racial Move III] Racial Ability C: Being made up of Mana themselves, Familiars can tap into their mana to power up any magic spell that they know to make it twice as strong.

 

[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)

 

[Dexterity Stat Bonuses 1] A) This allows you to spot and identify targets to mark them for long range, allowing one to hit them easily as long as they are not under cover.

 

[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] A) Your character can get an extra 10 HP bonus.

[Willpower Stat Bonuses 3] 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] E) Your character can create basic tools/repair technology.

[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) Bonnie can bring forth her mana and use it to attack with a non-elemental attack to do max damage to the opponent; this is once per session strike meant to do knock the enemy back.

 

[Wisdom Stat Bonuses 1] A) Your mind is capable of picking up background danger more easily, giving you a bad feeling when stepping into situations (one time use per session)

 

[Charisma Stat Bonuses 1] B) Your charisma naturally draws eyes to you in any given situation, allowing you to serve as a distraction.

 

[Class Abilities:] Basic Elemental Magic Part I (Intelligence 5):

This teaches Fire and Earth [Costs 1 Class Point]

[Class Abilities] Basic Elemental Magic Part II (Intelligence 5):

This teaches Wind and Water [Costs 1 Class Point]

[Class Abilities] Basic Elemental Magic Part III (Intelligence 5):

This teaches Lightning and Ice Magic. [Costs 1 Class Point]

[Class Abilities] Basic Elemental Magic Part IV (Intelligence 10):

This teaches Holy and Dark. [Costs 1 Class Point]

[Class Abilities] Advanced Elemental Magic Part I (Intelligence 10):

This teaches Advanced Fire Magic - granting Fire Blast [Costs 2 Class Point - must have basic]

[Class Abilities] Advanced Elemental Magic Part VII (Intelligence 15):

This teaches Advanced Holy Magic - Holy Circle [Costs 2 Class Point - must have basic]

[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] Status Ailmemt Magic (Intelligence 10):

Cures most known ailments. [Costs 2 Class Point]

[Class Abilities] Reflect (Intelligence 20):

Reflect all magic back, even good spells. [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] Mana Capture (Intelligence 15):

This allows one to draw and contain extra mana into crystals and make Mana Crystals; this allows a Magi to hold extra mana, even in areas without mana. [Costs 2 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


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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