Talia Whisperwind


Song

Character Info

Name: Talia Whisperwind 10 Stat Points, 20 Class Points Race: Familiar
Age: 33 / Appeared Age: 18
DOB: 5.20.5990 CE (10-641.1.1 / 1.1.6000) Birth Planet: Geyze
Eye Color: Red Hair Color: Blue Hair Length: Upper Back
Height: 4'9" Weight: 90 Build: Waif
Cup Size: B First Appearance: The Duality Wars: Session 30 Generation 1
Partners: Gwen (husband. 1.3.5970 - Dual: 1)

Children: Alt (daughter. 10-642 - Geyze: 67)

Siblings:

Parents: Alita Endarr (mother. 5/24/5971 - Dual: 1)

 

Attributes


HP: 25 + 15 = 80 (x2 for Armor)
Strength: 15 of 25 Dexterity: 1 of 25 Willpower: 15 of 25 Intelligence: 25 of 25
Wisdom: 2 of 25 Charisma: 2 of 25 Special: 0 of 25 Element: Fire

 

 

Item Pouch


Item 1: The Familiar Blade Talia copied this blade into her manifestation found in the Magi Tower after her creation. It is said to be made by the Magi for a powerful Familiar.
Magical Sword
Item 2: Familiar Dress Armor Talia's armor is copied into her manifestation from the special armor Delghi was found wearing.  
Item 3: Mana Crystals Talia keeps a stock of these at all times since the last few times she found the world suddenly cut off from Mana. x3

 

Abilities

[Ability Move I] The Master of Meowicles - Built off Talia's somewhat insane notion that she is the Progenitor of all Cats, Cat Familiars and Bringer of All Fish to Geyze, Talia has materialized this self inflicted maternal goddess nature in a suit of pure mana spells known only to her.

Use 1: The Sword of Meowicles - Like a hammer of doom, Talia creates a horde of tiny little mana construct kittens that swarm and bite, scratch and utterly overwhelm enemimes with a horde of cuteness and tiny scratches. (Wave Attack, Surprisingly Effective Against Low Level Enemies, chance to Stun more powerful ones.)


Use 2: The Howl of Meowicles - With the terrifying Mew of Primal Force, Talia expels her mana in a roar of kitteny might. This might seem laughable for observers, but those hit with it feel like a rat trapped in a corner before a might hunter. (Stun Attack)


Use 3: The Might of Meowicles - Through Sheer Willpower and Determination, Talia is able to tell herself that she can do the impossible. So far it's bagged her a Prince for a husband and laid her claim to multiple sources of fame and infamy. In this case she literally expends mana to make herself be as mighty as she feels! (Familiarize, but boosted and lasts far longer than it normally should. Can drain her pacted partner however. Poor Gwen.)

 

[Racial Move I] 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] Mana Drain: Once per session, a familiar can attempt to drain mana from a living being or the area for a quick attempt to refill their life/energy.

[Racial Move III] 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] 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] Your character can skip three OG checks when in combat situations.

[Strength Stat Bonuses 3] 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)

 

[Willpower Stat Bonuses 1] Your character can get an extra 5 HP bonus.

[Willpower Stat Bonuses 2] 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 3] 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] Your character is attuned to mana spots in nature and is able to draw from them

[Intelligence Stat Bonuses 2] 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] A mage can grasp ancient knowledge easier - this allows them to gain answers from the GM instantly.

[Intelligence Stat Bonuses 4] This allows a mage to sense mana sources, who has mana abilities, and to understand more about magic in general.

[Intelligence Stat Bonuses 5] Fighting Spirit - Expanding her Mana and unleashing the shockingly deep well that Talia has as the First Familiar, her aura becomes a living weapon, taking on the form of a massive mana construct cat that surrounds her almost like a mech of near invisible glowing blue mana. This temporarily allows her to attack like a giant cat monster.

 

[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] Dark Sword (Strength 10, Intelligence 10):

Turns your weapon into a weapon with dark energy [Costs 2 Class Point]

[Class Abilities] Light Sword (Strength 10, Intelligence 10):

Turns your weapon into a weapon with holy energy [Costs 2 Class Point]

[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] 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] Magic Weapon (Intelligence 25):

Creates a weapon made entirely of magic to use against enemies. [Costs 3 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] Advanced Elemental Magic Part I (Intelligence 10):

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

[Class Abilities] Spirit Charmer I (Intelligence or Wisdom 5):

Allows you to pact with one spirit [Costs 1 Class Point]

[Class Abilities] Spirit Charmer II (Intelligence or Wisdom 10):

Allows you to pact with a second spirit [Costs 2 Class Point]

[Class Abilities] Awareness (Wisdom 15):

This can be combined with other type moves of the sort; this grantes the ability to be aware of your surroundings and get context clues of anything that might be important [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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