| include('sidebar2.php'); ?> |
Nell Mizukaze
Song
Character Info
| Name: Nell Mizukaze |
10 Stat Points, 20 Class Points |
Race: Half-Dragoon / Werebeast |
Age: 38 / Appeared Age: 25 7 years in Tareh |
DOB: 3.10.5992 CE (10-641.1.1 / 1.1.6000) |
Birth Planet: Kumen |
| Eye Color: Red |
Hair Color: Red |
Hair Length: Shoulder |
| Height: 5'2" |
Weight: 108 |
Build: Atheletic |
| Cup Size: B |
First Appearance: The Duality Wars: Session 136 |
Generation 2 |
Attributes
HP: 25 + 5 + 5 bonus = 70 (x2 for Armor)
| Strength: 27 of 27 |
Dexterity: 20 of 25 |
Willpower: 5 of 25 |
Intelligence: 0 of 25 |
| Wisdom: 10 of 25 |
Charisma: 0 of 25 |
Special: 0 of 25 |
Element: Earth |
Item Pouch
| Item 1: Permashard |
Weapon |
A refined and reforged Shard Blade created by Luci's power and Ymir's manufacturing processes, a permanent version of the sword that isn't tied to weapon creation. |
| Item 2: Shard Plate |
Armor |
Similar to the Blade, Nell Keeps a full suit of plate armor in her subspace that she can drop out and magnetize around herself made from her mother's shard metal, refined by Ymir. |
| Item 3: Junkyard Scraps |
Nell uses most of her subspace to hold a vast armory of scrap metal she collects over the years, in most instances randomly pulling from them for a handy implement when needed. |
Mostly contains scrap metal, building metal materials like nails and tool parts like buzz saws and hammerheads. |
Abilities
[Ability Move I] Ferrokenesis - Nell has the special quirk of controlling magnetism. This lets her control metal and how it moves, flows and it's force on opposing poles. Think Magneto!
Use 1: Kenetic Control - Nell flings and guides various metal parts around with deadly effect and accuracy, a knife is scary, it's scarier when it can fly around in the air and curve about stabbing with no one attached to it! (Attack, Requires Metal Object, Object Nature Effects Damage)
Use 2: Master of Magnetism - Nell can alter the polar relation between metal objects, causing pieces of metal to fling apart or come together with absolute friction. Perfect for holding things in place or wrecking havoc on a metal construct. (Magnetize Objects, Misc Uses)
Use 3: Electromagnesis - Also known as an EMP, by focusing her magnetic power into a single place and releasing it as a pulse, Nell can create EMP waves as needed to disrupt electronics or even beings who are strongly affected by such forces like Prime Dragoons and Biotects. (EMP Burst)
|
[Racial Move I] Werebeast Racial Ability: Doubles the Strength and Speed of the person for a brief time before they have to cool down
|
[Racial Move II] Dragoon Racial Ability: Stigmata A: This allows the Dragoon to restore some health when in a dire situation or restore some health to their bonded partner.
|
[Racial Move III] B: Stigmata B: Allows the Dragoon to form their dragon form without a bond partner present. Must still be bonded.
|
[Strength Stat Bonuses 1] Strength 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 I: 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)
|
[Strength Stat Bonuses 3] Strength I: Your character can skip five OG checks when in a combat situation
|
[Strength Stat Bonuses 4] Strength I: 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)
|
[Strength Stat Bonuses 5] Tiger-Dragon-Fang - You know it hurts with a name this badass. Nell focuses her fury into a single focused attack with her Shard Blade, pouring the strength of multiple terrifying beasts into her strike, it hits so hard and so fast it seems like a claw slashed out with 3 points all at once, reflecting how it does triple the damage!
|
[Dexterity Stat Bonuses 1] Dexterity I: You can avoid OGs inside and outside of combat for up to 3 checks.
|
[Dexterity Stat Bonuses 2] Dexterity I: Parkouring and climbing comes as second nature, allowing one to move through any terrains such as cities, mountains, etc. This move also makes one harder to hit or track.
|
[Dexterity Stat Bonuses 3] Dexterity I: Your character can master any long range weapon and use it against an enemy.
|
[Dexterity Stat Bonuses 4] Dexterity I: Your character can hit anything that is within sight of them as long as they have the weapon to do it.
|
[Willpower Stat Bonuses 1] Willpower I: Your character can get an extra 5 HP bonus.
|
[Wisdom Stat Bonuses 1]Wisdom 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.
|
[Wisdom Stat Bonuses 2] Wisdom II: The GM can provide information/insight on any plans for strategy
|
[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] Critical Damage (Strength 15):
You can do double damage for a short period of time [Costs 2 Class Point] |
[Class Abilities] Increased Damage (Strength 15):
This allows you to increase your strength by 2 points. [Costs 4 Class Point - must have Critical Damage] |
[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] Triple Strike (Strength 25):
This is a move that attacks three times for high damage, ignoring armor. [Costs 3 Class Point - Special Strike needed] |
[Class Abilities] Parkour (Dexterity 15):
Allows you to navigate cities and tight spaces quickly, able to move without losing speed. [Costs 1 Class Point] |
[Class Abilities] Nimble (Dexterity 20):
It makes you harder to hit; this moves gives you a 1 in 4 chance to avoid a hit due to your ability to dodge. [Costs 3 Class Point] |
[Class Abilities] Dodge I (Dexterity 20):
You can outright just dodge an attack (skips an OG). [Costs 2 Class Point - Nimble required] |
[Class Abilities] Dodge II (Dexterity 20):
You can outright just dodge an attack (skips an OG). [Costs 3 Class Point - Dodge required] |
[Class Abilities] Telekenetics I (Wisdom 5):
This allows one to reach out with their mind and move small objects [Costs 1 Class Point] |
[Class Abilities] Telekenetics II (Wisdom 10):
This allows one to reach out with their mind and move larger objects such as cars and people. [Costs 1 Class Point - Telekenetics I] |
[Class Abilities] Telekenetics III (Wisdom 10):
This allows one to do battles with their TK. [Costs 1 Class Point - Telekenetics II] |
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.
|
|