FA - Chrysanthemum Thirteen

NAME: Chrysanthemum Thirteen
CLASS: Fighter
RACE: Hundred
ATTRIBUTES:
Steadfast - +15 HP, +15 MP
Sharp - +5 Critical, crits deal +1 damage

WEAK: Air
RESIST: Earth

HP: 70 / 70
MP: 55 / 55
LP: 10 / 10
Drive: 0 / 21
Init: 1d6 + 11
Armor: 3

GEAR

Great-Axe [Launch] - 3 WGT - PWR 5 - Critical 20. Two-handed.
A Shitload Of Crossbows [Pin] - 2 WGT - PWR 3 - Firearm. Fires 4 shots before reloading.
Heavy Plate - WGT6 - +15 Max HP, +3 Armor.

ITEMS
[1] Javelin [Pin] - 1 WGT - PWR 3 - Deals +1 damage with critical hits. Can be thrown to perform a ranged attack. Recover thrown javelins after battle.
[2] Potion - Restores 25 HP and 5 MP. M-Recovery.
[3] [Chain Saw] [Melee weapon, 6 physical damage, +40 Crit. 3WGT. Consumes Ammo: 2/2]

TRAITS

Veteran of the Companies
Sc: This isn't your first rodeo - your senses are instincts are finely honed. You can talk military matters with the best of them.
Sp: When someone makes a mistake and would suffer for it, you can retroactively bark a warning at them - they can choose to act differently.
Afterwards, you must tell a story of one of your comrades suffering for making the same or a similar mistake - until you do so, you can't use this ability again.
Sp: You don't Panic.

ABILITIES

[P] Roar - When you spend LP, gain MP and Drive equal to the LP you spent.

[P] Combo Master - When you Combo, reduce the MP cost of the ability by 1.

[T] Power Strike: 4MP. 80CoS. Deal weapon damage +2 to an enemy. M-Launch
C Fire: Damage is fire instead of physical. Instead of M-Launch, M-Fire. If the momentum generated is used by an ally to power a combo, that ability gains +2 potency.
C Water: Damage is ice instead of physical. Instead of M-Launch, M-Water. If the momentum generated is used by an ally to power a combo, that ability gains +2 potency.
C Air: Damage is air instead of physical. Instead of M-Launch, M-Lightning. If the momentum generated is used by an ally to power a combo, that ability gains +2 potency.
C Earth: Damage is earth instead of physical. Instead of M-Launch, M-Earth. If the momentum generated is used by an ally to power a combo, that ability gains +2 potency.

[T] Lode Strike: 2MP. 80CoS. Weapon damage and Short Curse II. Enemies spend LP to activate combos. M-Pin.
C Earth: Inflict Short Exhaust II as well.
C Launch: Inflict Short Challenge II as well.

[T] Put Down: 2MP. 80CoS. Deal weapon damage to an enemy, and remove -2 Drive. M-Pin.
C Launch: Deal +2 damage.
C Ice: You remove -5 Drive from the target instead of -2.

[T] Charge: 2MP. 80CoS. Dash, then weapon deal an enemy, and inflict Short Taunt. M-Rush.
C Rush: Deal +2 damage.
C Air: Taunt is Long instead.

[T] Spread Wave: 4MP. 80CoS. Deal weapon damage to an enemy, then 2 physical damage to all enemies in the same row. M-Rush.
C Fire: The row damage is now 4, and deals fire damage instead of physical.
C Water: The row damage is now 4, and deals water damage instead of physical.
C Air: The row damage is now 4, and deals air damage instead of physical.
C Earth: The row damage is now 4, and deals earth damage instead of physical.
C Launch: The Fighter gains +2 Drive.

[T] Hero Saber: 4MP. 80CoS. Deal weapon damage to an enemy, and the Fighter recover 7HP. M-Recovery.
C Rush: Heal another ally for 7HP.
C Earth: Change the damage from physical to supreme, and deal +2 damage.

[T] OVERDRIVE: Admiralty Sword. 80CoS. Deal weapon damage to every enemy in the front row, and remove -2 Drive. M-Rush.
C Launch: Hit the entire group, not just the front row.
C Pin: A single target takes +3 damage and has -5 Drive removed, rather than -2.
C Rush: The Ally which provided the momentum gains Long K-Power.

[T] OVERDRIVE: Ferocity. Strike a target with a weapon. Has +10CoS, +10Crit, deals +2 Damage, and inflicts Short K-Shatter and E-Shatter. Momentum based on the weapon.

[S] Grapple: Dazed. 80CoS. Inflict Short K-Shatter + Short E-Shatter to a single target. M-Pin.

[Q] Once More: Refresh an ability you've used to Combo with already.

SKILLS
Strength II
Survival
Navigation
Determination II

DESCRIPTION: Half-tiger, half-pangolin, all furry bara dreamboat. He's glad there're monsters because if there weren't, there wouldn't be mercenary crews! Or people to guard from monsters! Or fights to have with monsters that you can tell campfire stories about later! He's been doing this a while but remembers being a fresh-faced, bright-eyed newbie. He may or may not have a Driftin perch on one of his ridiculous pauldrons.

TRACKER:

((HP 70/70 MP 55/55 LP 10/10 DR 5/21 Long: Short: ))

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