Name: Fontanne Nimue
Age: 17
Sex/Gender: Female
Race: Human
Description: Fontanne stands at the height of 5'9", with a lithe build that is best described as a swimmer's build: lean but muscled. Her skin is white albeit a little dusky from the sunlight. Her eyes are a deep verdant green color, and her hair is a vivid blue, curling down to her shoulders, but often only mildly bothered with.
Fontanne tends to wear clothes if bright blue or bright green: Her casual clothing is a turquoise skirt and similarly aqua short-sleeved shirt with a darker blue pair of leggings, and her combat uniform is a one-piece set of clothing, a deep blue jumpsuit but with the occasional armor plate strewn throughout. No matter what she is wearing, a set of blue and green ribbons interwoven adorn her shoulders. Her aura's, naturally, an ocean blue color.
History: PMed, I guess, like all the cool kids.
Semblance: Submerse: Fontanne's Semblance ensures that A. She can breathe underwater and B. That when submerged in water, her physical strength, speed, and reflexes are greatly increased, making her a complete terror to fight underwater. This also happens to a lesser extent if she is drenched and not underwater, by things like a rainstorm or a bucket of water.
Weapon: Fontanne has two weapons: Her sword, Calabrum, is a particularly ancient two-handed sword, which, aside from being an exceptionally large sword, was long ago built to respond to Aura: When Aura is channeled through the sword, it glows brightly and becomes somewhat sharper, but it is completely unable to interact with dust.
Her second weapon, Vivianne, is a much more mundane weapon created by Fontanne herself to counter her ranged weakness. It is a small rifle that functions underwater at the expense of some accuracy on land.
(I basically sacrificed the third form there to give Calabrum its ability)
Stats: [Health]
[Aura]
[Dust Capacity]
[Primary class, secondary class]
[Graph, when made by the GM]
STRENGTH: 7 (4 + 2 Fighter + 1 Assassin)
DMG: 7d6 + Weapon Damage
DEFENSE: 5 (3 + 2 Fighter)
DEF: 5
HP: 32
SPEED: 4 (3 + 1 Assassin)
MOVEMENT SPEED: 7
DODGE: 3d6+2
ATTACK #: 1
DUST PROFICIENCY: 1
DUST ATTACK: 1d6
DUST CAPACITY: 5
AURA: 2
ARMOR: 30
DEXTERITY: 1
PRECISION: 1d6 + Weapon Damage
CRITICAL: 3
Traits:
By taking traits, a player can lower certain subattributes in order to boost others. For example, one could lower their STRENGTH by 1 to increase their PRECISION by 1 if they use a melee weapon, or decrease their DUST ATTACK to increase their DUST CAPACITY. These are different from perks, and don't necessarily have to decrease and increase by 1.
Perks:
At first level, a player may have two perks, and gains an extra one at level 5, 10, and so on. An example of a perk would be Sienna's reactive aura.
Semblance: A player's special ability, whether it uses dust or not.
Weapon: A player's weapon, giving bonuses to certain stats depending on its form. A rocket launcher might give a bonus to dust proficiency while a dagger might give a bonus to precision.
Uh... PN... adding a whole d6 for each point of strength or precision might be a little... busted?
Also, I worked off of the assumption that the roles boosted stats -- Fighter and Assassin boost Attack, but that is the only function of strength so it is essentially a strength boost, "Overall Survivability" sure sounds like Endurance (which is directly boosted by Defender), and Assassin boosts "Overall" speed, which sounds like the stat to me.
Also, Strength seems a little weak to me: Dexterity decides crit, hit, AND ranged damage, but Strength only decides melee damage
ALSO casters are a bit shafted if roles boost raw stats, since both listed things, mana and dust attack, are subsets of dust proficiency