Name: Chryssa Reynolds
Age: 20
Gender: Female
Race: Human
Sex: Female
Appearance:
Reference Pic 1, Reference Picture 2, Reference Picture 3Personality: Full of herself. Confident, Courageous, Calm, Collected and Crafty. Can have some sweetness pop up out of nowhere, but not too often. Sometimes appears to act cold to others.
Level: 6
EXP: 0
HP: 100 [Each level adds CON+Level HP]
Init: 8+1d20 at the start of each combat.
Stats: 18/18 points to spend (Stat cap of 4+Level. +4 Points every level.)
Constitution: 10 [11]
Dexterity- 6 [8]
Intelligence- 4 [4]
Resistance- 10 [22]
Strength- 10 [16]
Synergy- 0
Perks:
-
Never Give Up: Chryssa never gives up, and always stands back up to continue the fight.
*Once per combat, if Chryssa is knocked into unconsciousness, she is instead left at 50% of her HP. The damage dealt to send Chryssa into unconsciousness does not count towards the EP meter.
-
Aura Strength: Like any hunter or huntress, Chryssa can manifest her aura to hit harder.
*Gives +[Level/2] to any STR roll.
-
My Soundtrack is Intense: Chryssa breaks the 4th wall to listen to the battle music, granting her major bonuses.
*Gives +[Level/3] DEX, and +[Level/2] STR when *applicable
*Only present when there's battle music granted by the GM.
-
Energy Redirection: Chryssa builds up energy from damage that she takes during combat, that she can use all at once in an attack.
*For every 2 points of damage that is dealt to Chryssa in combat, she gains one
EP (Energy Point). These points fill up an EP meter that caps at 50, which can only be used all at once to deal one damage for each EP in the meter. The meter starts at 0, and empties automatically once Chryssa has rested.
*For every 5 points in the EP meter, Chryssa gains 1 temporary RES.
*Takes one turn to empty the meter for damage.
*Not affected by any buffs.
Equipment:
[Weapons]
-
Jaiko: Level: 4
Type: Melee/Ranged
Description:
A short handle, with black-steel double edged blades extending from either end. Accompanying both sides, are revolvers, hidden within the hand guards, capable of shooting dust ammunition. The standard munition that is loaded into these have explosive rounds, for propulsion.
Effects:
*Shift: Changes between Melee and Ranged form. Can happen once a turn.
*Elemental Ammo: Can change ammunition to other elements. Takes a turn to switch.
*Propulsion Ammo: Basic ammo loaded into this weapon. Deals no damage, but explodes with enough force to propel people/things.
Base Damage: 1d15 Melee / 1d10 Ranged
Upgrades:
-Bayonet: Each attack gains an extra hit.
-1 Upgrade Slots
[Armor]
-
Aura: (Level 6)
Type: Medium.
Effects: Natural armor that is formed by Chryssa's own will. Has no effect on her health, but is strong enough to withstand blows that would break bones, or crush her. Also protects from drowning, and the vacuum of space.
Resistance Bonus: +8 RES
Description: Invisible.
[Baubles]
Falu's Necklace:
Effects: +5 HP.
Description: A memento of Falu's mother, given to Chryssa by Falu right before Chryssa vanished mysteriously.
Ring of the Golem:
Effects: +5 HP. +2 RES.
Description: ?
Windsoar Bracelet:
Effects: Can be activated before an attack to make two extra attacks at -60% damage. Has a cooldown of 3 turns.
Description: ?
Prototype Ice Dust Device:
Effects: Grants +2 RES, and +1 CON. Or, consume permanently to deal 1d25 + STR ice damage to an opponent
Description: A strange device that enhances the wielder's resistance and constitution by keeping the body cool in combat with Ice Dust.
Actions:
Main Actions: -Combo-break (Active), Level 1: Hits an enemy twice, with either 2 physical attacks, 2 ranged, or one of each.
-Battlecry (Active, aura), Level 3: Gives +3 RES for 2 turns to all allies, and yourself. Grants +4 damage on the next successful damage-action of all allies, and yourself.
-Threatening Roar (Active, aura), Level 1: Lower the RES of all enemies by 25% until the end of the next turn.
-Propulsion Attack, (Active) Level 1: Shoot opponent with several propulsion rounds, dazing them for one turn. (Cannot attack)
-Retaliation (Active), Level 2: Retaliate against an enemy who just dealt damage to you, and deal 2x the damage they dealt on the next successful attack against any enemy.
-Relentless (Passive), Level 2: For each 20 HP missing from you, add an additional .5x to strength rolls.
-Ripping Strike (Active), Level 3: Slash forward at an enemy, causing them to bleed. Deals an extra 1d6 damage to enemies weak to slashing damage. Adds the effect BBleedin, losing [1d4+(STR/2)] HP each turn for 5 turns" to the struck target. Bleeding damage is calculated at the end of each turn it is applied, including the turn it is first applied.
Basic Attack: -Attack, You Idiot: Slashes with melee weapon. / Shoots bullet with ranged weapon.
Basic Defend: -Bladespin: Spin your blade in your palm, hopefully hurting them. Hits any enemy that strikes you with a melee attack at .25x damage.
Inventory:
Fox plushie
1 Chaos Dust shard.
Summons: None.