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Selena Hapian
Song
Character Info
| Name: Selena Hapian |
10 Stat Points, 27 Class Point |
Race: Spirit Human |
Age: 41 / Appeared Age: 25
9 years on Yggdrasil |
DOB: 1.17.5991 CE (10-641.1.1 / 1.1.6000) |
Birth Planet: Geyze |
| Eye Color: Red |
Hair Color: Black w/ Red Stripes |
Hair Length: Upper Thighs |
| Height: 5'8" |
Weight: 110 |
Build: Slender |
| Cup Size: C |
First Appearance: The Duality Wars: Session 83 |
Generation 2 |
| Partners:
Children:
Siblings: Luna (sister. 6.30.5992 - Dual: 196)
Parents: Celes (mother. 11/10/5973 CE - Dual: 4), Liana (mother. 2/24/5973 CE - Dual: 11), |
Attributes
HP: 25 + 5 = 30
| Strength: 20 of 25 |
Dexterity: 0 of 25 |
Willpower: 5 of 25 |
Intelligence: 15 of 25 |
| Wisdom: 5 of 25 |
Charisma: 15 of 25 |
Special: 0 of 25 |
Element: Light |
Item Pouch
| Item 1: Ancient Heroic Hapian Weapon |
This weapon belonged to an Empress Warrior of the Hapian Dynasty. |
This weapon is bathed in the power of Aska and shines with a holy light. |
| Item 2: Aska's Spirit Relic |
A Spear that glows with Holy Energy |
This spear can give ordinary weapons light elemental properties just by being near them as well as strengthen light based ones. |
| Item 3: |
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Abilities
[Ability Move I] Red Eyes: Tapping into her Hapian Heritage, Selena is able to use her partial Spirit form to make herself imprevious to damage and increase her spirit energy damage; her attacks become infused with holy spirit energy and can do double damage for a time. This allows her to go on the offense for a brief while and can share this damage boost with a pact partner. Or she can opt to defend and protect those she is close to (aka pact partners by forming a holy shield around them).
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[Racial Move I] C: Flight - this grants the Spirit flight/hover abilities
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[Racial Move II] A: Group Teleport - A standard for most Spirits, this allows the Spirit to take a group of about 4 people with them a long distance to a place they have been before.
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[Racial Move III] A: Humans are capable of tapping into circuits in their bodies to double either their physical strength or their magic strength for a short time. It is much like unlocking limiters for other races.
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[Strength Stat Bonuses 1] A) Your character can skip one OG when it comes to combat. This allows you an instant win in any combat situation.
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[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)
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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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[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) |
[Intelligence Stat Bonuses 1] B) Your character's basic knowledge of various technology allows you to skip an OG anything related to it.
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[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.
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[Intelligence Stat Bonuses 3] B) A mage can skip one OG related to magic checks related to any magic problems and instantly solve the problem.
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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) |
[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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[Charisma Stat Bonuses 2] C) When faced with an enemy, they have a low chance to make them hear you out.
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[Charisma Stat Bonuses 3] D) Your speech/singing checks usually always pass when you have to make one. This also will allow you to skip two OGs if they are tied to such a thing.
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[Class Abilities] Light Sword (Strength 10, Intelligence 10):
Turns your weapon into a weapon with holy energy [Costs 2 Class Point] |
[Class Abilities] Hold Your Ground (Strength 10):
You can withstand attacks or magic without losing your ground or being knocked back. [Costs 2 Class Point] |
[Class Abilities] Tank Your Ground (Strength 10):
This allows you to advance despite being attacked or having magic thrown at you. [Costs 2 Class Point - must have Hold] |
[Class Abilities] Critical Damage (Strength 15):
You can do double damage for a short period of time [Costs 2 Class Point] |
[Class Abilities] Charmer (Charisma 10):
You can combine this with other abilities of this nature; you can attempt to charm NPCs to gain their favor and get them to do what you want if they are so inclined. [Costs 2 Class Point] |
[Class Abilities] Tamer (Charisma 10):
You can attempt to befriend low level monsters, creatures, beasts, etc and attempt to tame them. [Costs 3 Class Point] |
[Class Abilities] Basic Spirit Magic Part IV (Intelligence 5):
This teaches Spirit Magic Holy and Dark. This magic is infused with spirit energy. [Costs 1 Class Point] |
[Class Abilities] Advanced Spirit Magic Part VII (Intelligence 15):
This teaches Advanced Spirit Holy Magic - Holy Heal (Heals Status effects) [Costs 3 Class Point - must have basic] |
[Class Abilities] Spirit Weapon (Intelligence 15):
This allows you to call forth an spirit elemental of your choosing to infuse it with magik energy/spirit energy to make it stronger. [Costs 1 Class Point - must have advanced elemental magic] |
[Class Abilities]
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[Class Abilities]
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[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
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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