Name: Chihiro Haruka (surname/given)
Age: 14
Gender: Female
Race: Human (Magical Girl)
Sex: Female
Appearance: Hair of a dark blue shade and eyes of the same color. She's of average height and build, though she hasn't reached her full adult height yet. She has hair a few inches past shoulder length with somewhat messy bangs, usually worn down except for a green ribbon tied in the back. Usually dresses semi-casually, with nice blouses and pants.
When transformed, she wears an outfit that can only be described as a Battle Ballgown, with a heavily armored upper body and faulds that become a long, divided skirt. The metal is a sort of silvery-cream color with the padding beneath matching her hair. The chestplate, bracers, and faulds are positively covered in what look like images worked into the metal itself with precision, which vary but usually represent classic tales of honor, brotherhood, chivalry, etc.
Personality: Shy, methodical, and analytical - for a middle school aged girl. Occasionally breaks this to do something that might seem wildly impulsive; sometimes this is calculated, sometimes this is simply a result of being emotionally overloaded. Rather idealistic and optimistic, believing that the world is a fundamentally good place and always trying to see the best in people and events.
Level: 6
EXP: Presumably 500
HP: 120 (156)
Init: 2+d20
Stats: (0/38, +4 per level, capped at 4+level)
Constitution: 9 (15)
Dexterity- 2
Intelligence- 6
Resistance- 8 (17)
Strength- 5
Synergy- 8 (14)
Perks:
Magical Girl!: Haruka is a Magical Girl. The listed actions, stats, etc. are all for this form. She is effectively immortal as long as her Soul Gem is not destroyed, but if she goes more than 100m or so from it her body will cease functioning and appear, for all intents and purposes, dead. Destruction of the Soul Gem is immediate death barring truly extraordinary conditions.
Friends!: The wish that caused Haruka's transformation has given her the ability to create semi-permanent magical constructs. Having more than one or maybe two when not transformed is straining, but she can summon up to (3+1/2 level) while transformed. If she reverts (whether manually or via being incapacitated) with more than one active, all but one lose power and will fade away after about a day of remaining in this state. The remaining powered construct (referred to as dolls henceforth) can act with limited independence should Haruka be incapacitated, working to defend her and taking orders from recognized allies that do not interfere with the former.
Regeneration: A magical girl's body differs in a fundamental way from a normal human, and is much easier to repair. 10% HP regen per turn.
Analytic: Haruka's careful analysis of enemy motions and development of counter tactics make doing the same thing twice much less effective against her. Enemies take a penalty to targeting her with the same action multiple times. This penalty starts at -1 and doubles for each stack. (Alternatively, -2 per if this seems broken.)
Equipment:
Weapon: Haruka's Gunlance (Lv. 6)
Type: Melee/Magic (see Shelling)
Effects:
-Shelling: The weapon holds five magical, explosive shells. Each of these do a fixed, somewhat low amount of damage based on Haruka's Synergy and the level of the weapon ((Lv+Syn)/3, rounded down) They can be fired all at once or one at a time, with the former causing a nontrivial amount of recoil. Each shell must be "manually" reloaded (it's more of a specific motion made with the weapon than cracking it open and loading more shells.) Firing one shell and reloading would be a standard action, a full burst and reload would be two. The shells detonate shortly after exiting the barrel; this is not a ranged attack, though it will hit multiple enemies if they are very tightly packed.
-Piercing: This weapon is good at targeting weak points and hitting large enemies, giving it an increased critical rate of 15% (This, of course, does not apply if it is used to slash. Compared to default 5%.)
-Bound: This weapon does not exist without being summoned. It cannot be lost and can simply be resummoned when disarmed, and cannot be given to anyone else or used outside of Haruka's transformation.
Damage: d16
Description:
Appears to be a lance crossed with some sort of revolver, with the back end appearing much like a traditional lance with a revolver's chamber built into it, and the latter half having a blade running beneath a barrel rather than simply coming to a point.
Armor: Haruka's Shield (Lv. 6)
Type: Heavy (3 RES)
Effects:
-Bound: See above.
-Magical Growth: All of Haruka's equipment is tied to her magical power. Provides bonuses to Resistance, and Synergy when used to attack (as it pairs with the Gunlance), per level. (+6 current)
Damage: d12 bashing (if I'm understanding correctly)
Appearance: A tall, seemingly metal shield capable of hiding Haruka entirely, provided she crouches a bit. Pairs with the Gunlance. Not quite as taxing to lug around as one might expect.
Armor: Haruka's Armor (Lv. 6)
Type: Heavy
Effects:
-Bound: See above.
-Magical Growth: Provides bonuses to Constitution, and Synergy used defensively per level. (+6 currently)
Actions: (Your attacks and abilities. these can be Magical, Melee, or Ranged and use the relevant stat. (Synergy for Magic, Strength for Melee, Dexterity for Ranged).
Basic Attack: Haruka makes a Melee stab, slash, or slam with the Gunlance, or triggers the Shelling mechanism.
Basic Defend: Haruka crouches behind her shield and devotes her magical focus to warding herself.
Counter: Haruka guards with her shield, weapon held in a ready position. Upon receiving a blow, she immediately counters, making a basic attack against the offender.
-Level 2: Counter can be used to reflect ranged attacks. She makes a (Syn/2) roll to determine whether the attack is deflected or reflected upon succeeding in her defense, taking any penalties that would normally be present for a ranged attack.
-Level 3: Up to three attacks can be countered in this manner, regardless of whether prior attacks were successfully defended against.
Summon Doll: Creates a remotely controlled doll from a predetermined template.
-Level 2: She can upgrade a doll instead, adding another doll's stats to it and fully healing it. This still counts as another doll.
Command Dolls: Haruka spends her turn giving orders to her dolls. The dolls continue to act on the orders until they are fulfilled, the dolls are destroyed, or a new order is issued.
Gamble: Haruka halves her defense roll for the next attack or turn (whichever is sooner) and chooses one of the following bonuses: adds her Syn to her attack roll, performs a full burst and an attack, or performs a full burst and a reload.
-Level 2: Also adds a Syn modifier to the damage dealt, given the attack lands.
Taunt: Haruka recognizes the tactical benefit of allowing less durable allies to attack freely. She attempts to force any hostiles in the area to attack her this turn with a Syn roll
-Level 2: This effect lasts until something draws their attention away.
-Level 3: She can make another Syn roll to attempt to keep the attention of an enemy should their attention be drawn by something else.
Slam (Passive): If Haruka lands three hits in a row (or two doll hits and then her own), the third stuns the victim if it fails an opposed Constitution save.
Guarding Stab: Haruka jabs at a target from behind her shield, dealing half her normal damage but continuing to defend herself.
(10 action points, at least 5 main actions, basic attack/defend not included in those totals.)
Inventory: A wallet containing a small amount of money and a school ID card.