Name: Rory Gilroy
Age: 20
Gender/Sex: Male
Race: Faunus (Snake)
Appearance: Rory stands at 5’ 9’’. He’s quite bulky, being full of muscle from carrying around his equipment and the normal exertion of his job. Some would expect him to be tanned due to working outside all the time, but his skin is only slightly on the darker side of caucasian. He does appear to be somewhat darker due to his being fairly hairy, with it growing thickly along his arms, legs, and chest. He keeps his facial hair in control, giving him stubble along his cheeks and chin. The hair on his head is combed back into a style that would distantly remind one of a Lion’s mane, the brown mass ending with his neck. Three scars go from his forehead to a few inches under his brown eye, the shape calling to mind that of an animal’s attack. One would be forgiven for thinking he’s human as he doesn’t have any visible indication of his faunus heritage until he opens his mouth, in which case his snake like tongue would be on full display.
Personality:
Level: 6
HP: 114 HP
Init: 11
Stats: 34 points
Constitution: 12
Dexterity: 8
Intelligence: 5
Strength: 8
Synergy: 1
Perks:
Aura: After getting hit Rory heals for 10% of the damage taken, rounded up. Heals a minimum of one damage.
Harden: Getting hit activates Rory’s semblance. For every 25% of his max HP he loses, Rory gains lvl/2 DR.
Huntsman Basics: Rory adds his Int to crafting rolls that don't already use it. Additionally, he can carve materials from enemies which grant effects related to the enemy.
Flaw: Repositioning: Every consecutive turn spent attacking lowers Rory’s Initiative by 3. He can't hit enemies that have 15 more Initiative than him.
Actions:
Wyrmstake Launcher: A modification added to gunlances that allows for the launching of a Wyrmstake, obviously. Deals 1d6+STR damage to the target applies a burn that deals 1d6 damage for 3 turns, and deals 1d6+Dex Damage after the burn wears off.
Lvl 1: Applies a Burn that deals 1d6 damage for 3 turns and deals an additional 1d6+Dex damage after the burn wears off.
Lvl 2 Boop: Deals 1d6 damage to the target as well.
LVL 3: Increased initial damage by +STR
Caffeine: Rory spends the turn getting back into position, increasing his Initiative by his 1.5*Dex.
Level 1: Increases Initiative by Rory’s Dex
Level 2: Further increases Initiative by 1.5X Dex
Armed and Ready!: Rory Taunts an enemy, forcing them to attack him for 6 rounds and attacks from enemies other than the one taunted by Rory have their damage reduced by his Level. Only works on one enemy at a time.
Level 1: Taunt a single enemy for a round, only works on one enemy.
Level 2-5: +1 round of taunt. Total of six rounds of taunt.
Level 6: Attacks from enemies other than the one taunted by Rory have their damage reduced by his Level.
I Burn: Every two attacks in a row Rory Unloads the gun in his Lance dealing +3d6 damage against his target.
Lvl1: When Rory attacks 2 times in a row his Second attack deals an additional 2d6 damage.
Lvl2: Unloading deals an additional 1d6
I May Fall: Rory bolsters himself, Giving himself a shield of [Con+2d6] Temporary HP that does not expire, but can be overridden by other instances of Temp HP. This shield gains no benefits from Rory's DR, but intercepts any damage that would affect him while it's intact. Damage that breaks the shield spills over to his HP but becomes subject to DR.
LvL1: Rory gains a [Con] Temp HP Barrier that expires after two rounds. This shield gains no benefits from Rory's DR, but intercepts any damage that would affect him while it's intact. Damage that breaks the shield spills over to his HP but becomes subject to DR. Other instances of temp HP will override this shield.
Level 2: BUT NOT LIKE THIS!: The shield no longer expires.
Level 3 IT WON’T BE BY YOUR HANDS: The shield now equals [Con+1d6].
Level 4: [Con+2d6]
Bad Luck Charm: Desperate times call for desperate measures. Which of course means Rory takes a moment to hurt himself and bolster his resolve. Rory takes Con Damage and after 2 turns regains 2x the damage taken.
Level 1: Rory takes Con Damage and after 3 turns regains 1.5x the damage taken.
Level 2: Heal is increased to 2x the damage taken.
Level 3: Reduce time before the heal by 1 turn.
Defend: Rory Blocks, taking 50% of the damage dealt to him.
Equipment:
Lúin of Celtchar: An Iron Gunlance, looking like someone made a big Revolver, put it on a stick, and then strapped an equally large Bayonet to it. 4d4+STR damage.
Level 1: 1d4+STR
Level 2: +1d4 damage
Level 3: +1d4 damage
Level 4: +1d4 Damage
Shield: “A sturdy Iron Shield, typically not something worn by hunters due to the huge amount of Strength their enemies bring to bear. However most Hunters aren’t Fucking Invincible.” -Rory +3 DR while Guarding and can’t be affected by movement based effects.
Level 1: +1 DR while Guarding.
Level 2: While Guarding Rory can’t be affected by movement based effects.
Level 3: +1 DR while Guarding
Level 4: +1 DR while Guarding.
Kulu Armor: A set of armor with a “Desert Nomad” theme, consisting of mainly light browns and reds. The face is mainly covered by a red Head Scarf with the rest of the body being covered except for the biceps. +1 DR against Fire attacks, Friendly Effects are 10% more potent, and checks for moving while carrying things are reduced by 2.
Level 1: +1 DR against Fire attacks.
Level 2: Friendly effects are 10% more potent
Level 3: Checks for moving while carrying things are reduced by 2
6 Flead Carapaces
2 Flead Stingers
1 Flead Queen Spined Carapace
3 Miko Ticket: A ticket bearing a picture of an annoyed-looking shrine maiden. Bring it to the Smithy and something interesting might happen.
3 Cherry Blossom Ticket: A ticket that reminds you of spring. Bring it to the Smithy to craft unique gear.
Name: Daniel and Joan
Age: 19/17
Gender/Sex: Male/Female?
Race: Human/Demon Weapon
Appearance: Daniel stands at six feet and some inches tall, with a body shape that can be best described as practically muscled. For an outfit he wears black jeans, fastened by a black leather belt. His shirt is black with an anarchy symbol on the front in red. Over this he wears a jean jacket adorned with various patches from what are presumably rock bands. His hair is short and black. When going on missions he wears a black mask, designed to resemble the face of an angry demon in black with specks of red randomly distributed about to resemble blood of course. In direct contrast, his partner is his opposite in almost every way. She’s quite short, being five feet tall, with long blonde hair. They’re lithe, with a flat chest and arms on the thinner side, though one could say she makes up for this by with her lower half, their thighs and bottom being delightfully thick and her hips being fairly wide and feminine. Her outfit consists of white tights that go up under her frilly black skirt. Her top is a pink t-shirt that has pastel flowers starting at the bottom and thinning out as the shirt goes up. She has a jean jacket to match Daniel’s. Hidden in a pocket is a sheath containing a Bayonet, which Joan can attach in her weapon form.
Personality: Daniel is fairly calm and collected, but confident in his abilities as a meister. He has no interest in fighting anyone that isn’t at 100% if he can help it. Joan however, is cocky, hot blooded, and constantly itching to fight at any chance, especially if the prospect of a kishin egg is included. She’s normally the one who drags Daniel into finishing their fights.
Level: 6
HP: 90
Init: 4
Stats: 34
Constitution: 8
Dexterity:4
Intelligence: 4
Strength: 12
Synergy: 6
Perks:
Demon Weapon: Joan: Grants Access to the Perk Backed Weapon “Joan”.
Soul Eater: Joan gains more power from eating the souls of evil doers, gaining a level every time they gain fifteen points, decided by the table below.
Fodder/pawn =0, Below player par=1d3-1, Entity roughly par with players=1d4, Entity above player par/mini boss=1d4+2, Very powerful entity/sub-plot boss=1d6+4.
Soul Resonance: Grants access to the Perk Backed Move: “Soul Resonance: Fury and Vengeance: Higher than Heaven!”
Soul Perception: Daniel can sense souls around him, rolling twice and taking the higher result on checks to find stealthed enemies and/or allowing for him to sense enemies that otherwise would be completely hidden.
Flaw: You’re not worth my time: In hindsight, this is probably why Daniel hasn’t made Joan into a Death’s scythe yet: He gets cocky when his opponents are weak. He deals half damage to enemies under half health.
Actions: 7 slots AP: 0
Perk Backed: Soul Resonance: Fury and Vengeance: Higher than Heaven!: The signature Soul Resonance attack of Joan and Daniel. Dani leaps into the air the force of the duo's resonance enhancing his abilities. Similarly, Joan extends and expands, looking more like an artillery cannon by the end. With a dark laugh the meister rains down shot after shot like a barrage from hell until the barrel of his beloved weapon turns white. Typically after these kinds of fights Joan can be seen cuddling Dani with a well satisfied smile. Once Per Encounter. Hits all enemies, Deals 6d8+STR damage and reduces the target's damage by Syn for 2 turns, Starts on a 4 turn cooldown.
Level 1: Hits all enemies, Deals 4d6+STR damage, Starts on a 4 turn cooldown.
Level 2: Applies a -Syn damage Debuff for 2 turns.
Level 3: Die size increased to d8
Level 4: +1d8
Level 5: +1d8
Perk Backed: Joan: Daniel’s partner and weapon, able to transform into a shotgun of the trench gun variety. Daniel mainly uses it as a melee weapon owing to her bayonet attachment and Joan continuously complaining that he needs to get more aggressive with her as she “is not made of fucking glass”. 4d6+STR Damage, can attack a second time for 1⁄4 damage+Syn Bleed for one turn, Counts as a weapon. Gained Levels: 0 Level progress: 0/15
Level 1: 1d6+STR Damage, can attack a second time for ¼ damage, Counts as a weapon.
Level 2: +1d6
Level 3: +1d6
Fury and Vengeance: Resist and Bite: Daniel takes up a defensive stance, blocking attacked with Joan and giving the first unlucky attack a nasty strike in response. User Blocks 60% of the damage dealt to his this turn, and additionally the first enemy to attack them must make a STR check or be stunned this turn. Daniel gets +Syn to the check besides normal bonuses. 3 turn cooldown.
Level one: User Blocks 50% of the damage dealt to him this turn, and additionally the first enemy to attack them must make a STR check or be stunned this turn. 3 turn cooldown.
Level 2: Increases block amount to 60%
Level 3: +SYN Bonus to the check
Soul Hunt: Daniel focuses himself, analyzing an opponent’s soul to get a lock on them and their status. Reveals Target’s HP, and increases the user’s damage against the target by 20% while allowing the user to ignore stealth on the target for 2 turns. Allies attacking the target (Not the User) deal +½ Syn damage. 2 Turn cooldown.
Level 1: Reveals Target’s HP, and increases the user’s damage against the target by 20% for 2 turns. 2 Turn cooldown.
Level 2: Allies attacking the target (Not the User) deal +½ Syn damage.
Level 3: While effect is active, user ignores stealth on target.
Fury and Vengeance: Rip and Tear: Daniel impales an enemy, gouging with Joan until he finally blasts them back. 1d4+Dex damage and applies Str Bleed for 3 turns. 2 turn Cooldown.
Level 1: Dex damage and applies Str Bleed for 2 turns. 2 turn Cooldown.
Level 2: +1d4 initial damage
Level 3: +1 turn bleed
Fury and Vengeance: Impale: Daniel plants his feet and lets the enemies come to him, using their momentum to imale them. Applies the buff “Braced Bayonet”: When an enemy attacks Daniel in Melee, Daniel gains +2 DR for that attack and automatically attacks them for Joan’s damage with +2 dice. 2 Turn cooldown.
Level 1: Applies the buff “Braced Bayonet”: When an enemy attacks Daniel in Melee, Daniel automatically attacks them for Joan’s damage with +1 die. 3 Turn cooldown.
Level 2: -1 cooldown
Level 3: User has +2 DR against the triggering attack.
Equipment:
Mr. Crowley: Daniel’s favorite mask, a black mask, designed to appear like the face of a demon, flecked with blood. When an attack brings Daniel under 25% HP, he stuns the attacker for 2 turns,. Once per Encounter. -Syn to non-damaging mental status (I.e. Charms, fears, taunts).
Level 1: When an attack brings Daniel under 25% HP, he stuns the attacker. Once Per Encounter.
Level 2: Mental status effects are reduced by one half the user’s Syn.
Level 3: Increases stun by 1 turn.
Stimpack: DWMA students are afforded some special privileges when it comes to equipment, such as these shady drugs. When used, heals 1d4+Con HP and after 1 turn, heals the user again for 1d4 HP also reduces the user’s current longest cooldown by one. Once per encounter.
Level one: heals 1d4+Con HP and reduces the user’s current longest cooldown by one. Once per encounter.
Level 2: After 1 turn, heals the user again for 1d4 HP.
Smoke Bomb: A simple smoke bomb to disguise movement. Gives the user Stealth, making them untargetable by enemy actions until broken by an effect or dealing damage for 2 turns. 4 Turn cooldown.
Level 1: Gives the user Stealth, making them untargetable by enemy actions until broken by an effect or dealing damage for 1 turn. 4 Turn cooldown.
Level 2: +1 turn.
Name: Kyle “Kraken” Murdoch
Age: 27
Gender/Sex: Male
Race: Human
Appearance: A tall and broad man with short brown hair. His eyes are brown and tend to spend a touch too long focusing on something that isn’t there when his attention isn’t drawn elsewhere. His general body shape is the definition of “hench” despite standing at an easy six feet tall a fair layer of chub covers his body. Despite this, it’s easy to tell that he could also bench press a normal man his tanned skin bulging with muscle. His skin is like leather that’s been left out a touch too long, with various scars marring the tanned surface. His outfit of choice tends to be the standard black fatigues of Rainbow 6, kevlar and armor plates covering important areas, and a faded black baseball cap covering his head. He wears black leather boots, and black fingerless gloves to protect his extremities.
Personality:
Level: 6
HP: 114
Init: 5
Stats:
Constitution: 10
Dexterity:5
Intelligence:5
Strength: 20
Synergy:0
Perks: Rapid Fire Mastery: There’s an art to the use of rapid fire weapons, and Kraken is Picasso. Adds a number of dice up to d8 in size equal to ½ LVL when making a weapon attack.
Charles Atlas' seal of approval: Kraken has that. Kraken's STR cap is increased by his level
Anger issues: It's his mental illness so he gets to pick the coping mechanism! Kraken has +Level points in Strength
High Value Target Acquisition: Upon defeating an enemy, Kraken Receives an "Info" item. This item can be used to reveal a weakness of an enemy or if there is no weakness to be revealed, a lesser weakness is generated instead. Alternatively, Info items can instead be sold to vendors or otherwise used with GM permission.
Flaw: Survivor's Guilt: Kraken is an easy target for mental damage. He takes 50% more damage from all psychic attacks.
Actions: 0 AP
Rapid Fire: Kraken unleashes a hail of lead on a single enemy. Attacks a target 2 times with a weapon doing half damage on the second attack, 1 turn cooldown.
Level 1: Attacks a target twice with a weapon dealing half damage on the second attack. 5 round cooldown.
Level 2-5: -1 turn cooldown
Nodens Targeting System: Kraken’s gun is specially designed to use an experimental system to correct the course of wayward bullets, ensuring both a tighter hit spread and a terrible force of lead to hit the target. Once Per Plot, The next action to roll damage used by Kraken deals the Maximum possible damage to the target. All enemies lose any stealth effects this turn.
Level 1: Once per plot, the next action to roll damage used by Kraken deals maximum damage to the target.
Level 2: All enemies lose Stealth when this action is activated.
Push the limits: Kraken pushes his limits, taking 10% MHP damage and increasing his damage output by 30% for one turn. 2 turn cooldown.
Level 1: Takes 10% MHP damage and then deals 30% more damage for one turn, 2 turn cooldown.
Frag Out: Kraken throws a grenade. Not much else to say. Free Action that throws a grenade that explodes on the next turn for 2d6+STR damage without taking up an action. 5 turn cooldown.
Level 1: Free Action that throws a grenade that explodes on the next turn for 2d6+Str damage. 5 turn cooldown.
Take cover!: Kraken throws himself into cover. Free Action that dodges ALL attacks that round and becomes stunned next turn, 1 turn cooldown
Level 1: Free Action that dodges ALL attacks that round and becomes stunned next turn. 3 turn cooldown.
Level 2: -1 turn cooldown.
Level 3: -1 turn cooldown
Flush them out: Kraken lets loose a withering spray of lead that is enough to break through even moderately tough surfaces to flush enemies from defensive positions. Lowers enemy DR by 45%, 4 turn cooldown
Level 1: Reduces enemy DR by 35% for two turns. 4 turn cooldown.
Level 2-3: Increases DR Reduction by 5%
Rearm: Kraken takes a moment to reload his weapons and continue the fight. Lowers All cooldowns by 1 except this move's and increases Init by Dex, 3 turn cooldown.
Level 1: Lowers all cooldowns by 1 turn. 5 turn cooldown.
Level 2: -1 turn Cooldown
Level 3: Increases Init by Dex
Level 4: -1 turn Cooldown
Equipment: 0 Craft Token
M249 SAW “Senchou”: A customized M249 LMG, bearing a scope for longer range confrontations, an improved grip, and a sticker on the side depicting a heart with an arrow in it against a black flag. 13 Weight Deals 9d6+STR damage
Level 1: 4d6+STR damage
Level 2-7: +1d6