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:    

 

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).

 

[Racial Move I] C: Flight - this grants the Spirit flight/hover abilities

[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.

[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.

 

[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.

[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)

[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.

 

[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.

[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] B) A mage can skip one OG related to magic checks related to any magic problems and instantly solve the problem.

 

[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.

[Charisma Stat Bonuses 2] C) When faced with an enemy, they have a low chance to make them hear you out.

[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.

 

[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]

[Class Abilities]

[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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