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Cloé Sweet
Song
Character Info
| Name: Cloé Sweet |
10 Stat, 35 Class Point, |
Race: Half Familiar-Half Aurit |
Age: 29 / Appeared Age: 17
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DOB: 5.7.5994 (10-641.1.1 / 1.1.6000) |
Birth Planet: Geyze |
| Eye Color: Aquamine |
Hair Color: Blue |
Hair Length: Lower Back |
| Height: 4'9" |
Weight: 90 |
Build: Small |
| Cup Size: B |
First Appearance: The Duality Wars: Session 138 |
Generation 2 |
| Partners:
Children:
Siblings: Cherie (sister. 5.7.5993 - Dual: 136),
Parents: Chelsea (mother. Jan. 5958 CE - Dual: 17), Bonnie (mother. Dual: 36) |
Attributes
HP: 25 + 5 + 5 Bonus= 70 (x2 for Armor)
| Strength: 15 of 25 |
Dexterity: 5 of 25 |
Willpower: 5 of 25 |
Intelligence: 25 of 25 |
| Wisdom: 5 of 25 |
Charisma: 5 of 25 |
Special: 0 of 25 |
Element: Light |
Item Pouch
| Item 1: Energy Knife |
A small energy knife that can be easily pocketed |
This knife is light and easily swung by Cloe, allowing her to drive it into her enemies when they least expect it. It also can extend a few more inches, making it quite deadly. |
| Item 2: Kitty Mech Suit Armor |
Cloe likes to drive a personalized sized cat sized armor suit |
This suit serves as both armor for defense and attack boost. She relies on it in certain situations due to Kumen's more hostile environment |
| Item 3: Chad's Mana Suit |
This Suit feeds her mana in Mana-Less Environments; she wears it when not in the Mech Armor. |
The Mana Suit is worn under her clothes and simply provides her mana when she goes outside on places like Kumen. |
| Item 4: Tool Set |
Allows the user to bring along a basic tool set along to build objects, fix objects, and more. Includes a Datapad or something akin to it. |
Datapad, basic tools |
Abilities
[Ability Move I] Cloé being of the world of familiar and Aurit, can create a manifestation crystal filled with mana; this can be used in a few ways, but the big one is as a bomb as she she can stick it to a surface and detonate the crystal with the mana and cause an explosion, The mana manifestation crystal has other uses, as long as Cloé is willing to take the risks.
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[Racial Move I] 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.
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[Racial Move II] 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.
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[Racial Move III] Racial Ability A: Normal Manifestation: The primary tools of the Aurit. This allows them to make crystalized items that they can build objects with to protect themselves or fight with, as well as actual structures. The problem is this drains their energy pool each time.
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[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)
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[Strength Stat Bonuses 2] A) Your character can skip three OG checks when in combat situations.
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[Strength Stat Bonuses 3] A) Your character a chance at any unique physical weapon found in the game - having it attune to them so they can make it their's.
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[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.
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[Willpower Stat Bonuses 1] A) Your character can get an extra 5 HP bonus.
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[Intelligence Stat Bonuses 1] A) Your character is attuned to mana spots in nature and is able to draw from them
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[Intelligence Stat Bonuses 2] D) Your character can create basic tools/repair technology.
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[Intelligence Stat Bonuses 3] A) A mage is able to preceive an answer related to a magical problem easier than normal due to having studied so much magic.
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[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.
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[Intelligence Stat Bonuses 5] B) When in her Kitty Mech Armor, she can charge it up to unleash a powerful mech beam to clear the room of enemies.
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[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)
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[Charisma Stat Bonuses 1] B) Your charisma naturally draws eyes to you in any given situation, allowing you to serve as a distraction.
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[Class Abilities] Buff Magic (Intelligence 15):
Allows you to increase the attack (physical or magical) of yourself or another player by 2 points. [Costs 2 Class Point] |
[Class Abilities] DeBuff Magic (Intelligence 15):
Allows you to decrease the attack (physical or magical) of yourself or another player by 2 points. [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] |
[Class Abilities] Reflect (Intelligence 20):
Reflect all magic back, even good spells. [Costs 2 Class Point] |
[Class Abilities] Tool Set (Intelligence 10):
Allows the user to bring along a basic tool set along to build objects, fix objects, and more. Includes a Datapad or something akin to it. [Costs 1 Class Point - fills an item slot] |
[Class Abilities] Item Slot Increase (Intelligence 10):
Increases an item slot by one by adding a pouch. [Costs 1 Class Point] |
[Class Abilities]
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Beliefs and Goals
This can be written up if you'd like to go more into your character's thought processes and goals.
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Background History
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