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Terra
Song
Character Info
| Name: Terra |
20 Class Point, 10 Stat Points |
Race: Spirit-Progenitor |
Age: 32
7 years in Tareh |
DOB: 3.12.5998 (10-641.1.1 / 1.1.6000) |
Birth Planet: Geyze |
| Eye Color: Golden |
Hair Color: Pink |
Hair Length: Ankles |
| Height: 4'10" |
Weight: 95 |
Build: Bouncy |
| Cup Size: D |
First Appearance: : |
Generation 3 |
| Partners: Fae (wife. ),
Children:
Siblings: A lot
Parents: Jaime Zhenmei (mother. 10-592.5.14 - TAW5: 205), Gnome (mother. ancient - Dual: ), Adeline Zhenmei (mother. 10-632.6.9 - TAW6: 31), |
Attributes
HP: 25 + 4 = 29
| Strength: 3 of 25 |
Dexterity: 2 of 25 |
Willpower: 4 of 25 |
Intelligence: 25 of 25 |
| Wisdom: 1 of 25 |
Charisma: 75 of 75 |
Special: 0 of 25 |
Element: Earth |
Item Pouch
| Item 1: Earth Hammer |
Borrowed from the missing Ceildh.
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The Earth Hero's Hammer, which acts as a powerful hammer and allows one to build with Earth Power |
Item 2: Armor: Wind's Mud
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Terra and Fae have crafted armor from her, turning opposing elements into a storm of protection |
Her mud can be formed to look like various outfits and has a buffeting protection effect. |
Item 3: Gaia's Glove
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An Ancient Earth Spirit Relic |
This doubles the Strength of the Bearer and enhances their ability to control Earth for building various things. |
Abilities
[Ability Move I] Progenitor Princess - Terra has inherited her Progenitor Powers from her mother, the Suisen Empress and has more to bring to the table than just her Earth Magick.
Use 1: Hyperblast - Terra can blast away with her hyperspace energy, using the power of the cosmos, rather than magic or spirit energy to deal burning and blasting pain. (Attack Move)
Use 2: Energize - Terra's Progenitor Energy can be used to power devices and output as positive or negative energy, a mix of her Earth Magnetism and the powerful kinetic potential of her energy. (Charges Devices / Items, etc, Success Best with Suisen Tech and related)
Use 3: Group Teleport - Terra can expand her personal teleportation powers to move a group over large distances. Her power eats herself up less by using her other energies to power herself more. (Group Teleport, Long Range)
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[Racial Move I] Progenitor Racial: Hyperport: Allows a Progenitor the ability to transport a great distance; since it eats their own body, if the Progenitor wishes to travel further and further - say beyond a planet to another, this will eat at their own health.
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[Racial Move II] Spirit Racial: Spirit - This allows the spirit to use their spirit powers to interact with spirit energy, nature, etc to induce changes. Aka, Terra growing fruit trees. It will be something unique to the spirit.
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[Intelligence Stat Bonuses 1] Intelligence I: 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] Intelligence II: 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] Intelligence III: A mage can grasp ancient knowledge easier - this allows them to gain answers from the GM instantly.
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[Intelligence Stat Bonuses 4] Intelligence IV: A mage can skip three OG related to magic checks related to any magic problems and instantly solve the problem.
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[Intelligence Stat Bonuses 5] Terra creates an Earth Storm, using both Fae's Powers and Her own to create a punishing wave of rocks, mud and metal that is carried in a tornado utterly crushing and pummelling anything in it's path. (Spirit Magic Based. Follows and hones in on its targer relentlessly until it wears off or is cancelled.)
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[Charisma Stat Bonuses 1] Charisma I: You have a low chance to convince NPCs to give you another chance when you've blown it.
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[Charisma Stat Bonuses 2] Charisma II: When faced with an enemy, they have a low chance to make them hear you out.
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[Charisma Stat Bonuses 3] Charisma III: 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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[Charisma Stat Bonuses 4] Charisma IV: Superior version of A if taken - you have a high chance to convince NPCs to give you another chance if you've blown it.
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[Charisma Stat Bonuses 5] Charisma V: You will gain a charisma aura that can either aid you greatly, or it could hinder you - either way your charisma will be tripled.
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[Class Abilities] Basic Spirit Magic Magic Part I (Intelligence 5):
This teaches Spirit Magic Fire and Earth. This magic is infused with spirit energy. [Costs 1 Class Point] |
[Class Abilities] Advanced Spirit Magic Part II (Intelligence 10):
This teaches Advanced Spirit Earth Magic - Earth Hands [Costs 2 Class Point - must have basic] |
[Class Abilities] Spirit Elemental Boost (Intelligence 15):
The Spirit Magik can boost whatever element chooses to use, much like buff magic, doubling the effects of magic damage. [Costs 2 Class Point - must have advanced elemental magic] |
[Class Abilities] Summoni Boost (Intelligence 20):
A spirit of whatever elemental is needed to boost the elemental damage to do quad damage. [Costs 3 Class Point - needs Spirit Elemental Boost]
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[Class Abilities] Spirit Magik Detection (Intelligence 10):
This allows you to sense areas with both spirit energy and those casting spirit magik, even at great distances. [Costs 1 Class Point] |
[Class Abilities] Spirit Nature (Intelligence 10):
This magic allows one to coax nature to listen to the Magi, especially if you have the basic spirit elemental magic to go along with it. This allows you to soothe nature and get it to listen to you, calm the weather, and so much more without always needing the spirits present due to having their magik with you. [Costs 1 Class Point - basic learned] |
[Class Abilities] Spirit Ultimate Magik (Intelligence 25):
You can learn the ultimate version of whatever elemental spirit of your choosing's magik. Aka, Sylph's hurricane level spirit magiks. [Costs 5 Class Point - must have advanced elemental magic version learned] |
[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] Smooth Talker (Charisma 20):
A more powerful version of Charmer; this gives you GM insight if you request it [Costs 2 Class Point - Charmer required] |
[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] Spirit Charmer I (Intelligence or Wisdom 5): - Fae
Allows you to pact with one spirit [Costs 1 Class Point] |
[Class Abilities] Spirit Lover I (Intelligence or Wisdom 10): - Fae
This allows one to share your power with a Spirit and Vice Versa. [Costs 1 Class Point] |
Beliefs and Goals
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Background History
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