FC Credit: Yashiro Seika
"I'm sure Vacuo has lots to explore, and the people are nice, but... I can't say that I'm not the least bit terrified."
Name:
Cerry Meere
Nicknames or Aliases, if applicable:
Cer, Cerbear
Age:
Seventeen
Race:
Faunus (Bear)
Kingdom of Origin:
Kingdom of Vale
Appearance:
When compared to the average person from Vacuo, Cerry tends to stand out more than she wants to. Her mostly green and white attire is of high quality, suggesting a previous middle class lifestyle, or at least a way of life preferable and available to a Faunus. Due to the discriminatory nature of Human-Faunus interaction, however, Cerry has taken to hiding her bear ears underneath her beret, giving the appearance of her being "human" rather than Faunus.
Personality Traits:
Anxious
Empathetic
Fragile
Intelligent
Reserved
Tactful
Empathetic
Fragile
Intelligent
Reserved
Tactful
Drive:
Cerry has two different goals pushing her to become a huntress. Firstly, she wishes to live up to her father, who had left behind a great legacy as a hunter who had died on the front lines. Secondly, Cerry wants to use that legacy to support her mother, who was diagnosed with an unknown illness that left her unable to support both herself and her daughter, and to pay back her uncle, who is acting as a "guardian" of sorts for Cerry during her stay in Vacuo.
Level:
1
Experience:
0
Wealth Level:
2
Legend Points:
0
Perks:
Innocent - Whether from a distant fey ancestry or simply an air of naivety, you possess a childlike quality that can melt even the coldest of hearts. Once per game session, you can leverage your innocence to turn an enemy and cause them to take pity on you. The enemy might choose to look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities.
Vacuo is a rough place and full of danger, whether it be thugs or Grimm. Being someone from the Kingdom of Vale, Cerry has yet to adjust to the coldness of Vacuo's people.
Pure-hearted - Any goodly-natured creature you encounter is friendly toward you by default rather than neutral. Circumstances can alter this, but even if rumors or actions you’ve taken would influence a good creature negatively, it remains one step friendlier than it otherwise would have been.
Raised by a loving family, Cerry is someone with goodness in her heart. As a huntress, she desires to help people, rather than hurt others with her actions.
Vacuo is a rough place and full of danger, whether it be thugs or Grimm. Being someone from the Kingdom of Vale, Cerry has yet to adjust to the coldness of Vacuo's people.
Pure-hearted - Any goodly-natured creature you encounter is friendly toward you by default rather than neutral. Circumstances can alter this, but even if rumors or actions you’ve taken would influence a good creature negatively, it remains one step friendlier than it otherwise would have been.
Raised by a loving family, Cerry is someone with goodness in her heart. As a huntress, she desires to help people, rather than hurt others with her actions.
Flaws:
Naive - Whether you are innocent, uninformed, or inexperienced, the results are the same: you are pretty gullible. You get to define the scope of your naivety. For example, maybe you’re a greenhorn from a big city on the east coast, so you are unlearned in the ways of the Wild West. Or maybe your memory was completely wiped out a few weeks ago and you are relearning the rules of civilization, thus your naivety presents itself much more universally.
Cerry being a pure-hearted huntress is as much as a boon as it is a bane. Being rather naive, it is possible to mislead Cerry down a dark path should someone have quite the silver tongue and the right choice of words.
Honest - You won’t tell a lie or engage in deceitful speech, even to save your own life or the life of another.
Naive people are generally honest people, and so is Cerry. Acting with deceit is a line that Cerry hopes to never cross, lest she ruin her and her father's legacies.
Cerry being a pure-hearted huntress is as much as a boon as it is a bane. Being rather naive, it is possible to mislead Cerry down a dark path should someone have quite the silver tongue and the right choice of words.
Honest - You won’t tell a lie or engage in deceitful speech, even to save your own life or the life of another.
Naive people are generally honest people, and so is Cerry. Acting with deceit is a line that Cerry hopes to never cross, lest she ruin her and her father's legacies.
HP: 22/22
Guard: 17
Toughness: 15
Resolve: 14
Guard: 17
Toughness: 15
Resolve: 14
Physical Attributes
Social Attributes
Mental Attributes
Supernatural Attributes
Might: 2/1d6
Fortitude: 2/1d6
Agility: 4/1d10
Fortitude: 2/1d6
Agility: 4/1d10
Social Attributes
Deception: 0/0
Presence: 1/1d4
Persuasion: 0/0
Presence: 1/1d4
Persuasion: 0/0
Mental Attributes
Learning: 3/1d8
Logic: 2/1d6
Perception: 1/1d4
Will: 3/1d8
Logic: 2/1d6
Perception: 1/1d4
Will: 3/1d8
Supernatural Attributes
Alteration: 0/0
Creation: 0/0
Energy: 3/1d8
Entropy: 0/0
Influence: 0/0
Movement: 0/0
Prescience: 0/0
Protection: 1/1d4
Creation: 0/0
Energy: 3/1d8
Entropy: 0/0
Influence: 0/0
Movement: 0/0
Prescience: 0/0
Protection: 1/1d4
Armor:
Padded Armor
Type: Light
Wealth Level: 1
Required Fortitude: 0
Defense Bonus: 1
Speed Penalty: 0
Wealth Level: 1
Required Fortitude: 0
Defense Bonus: 1
Speed Penalty: 0
Weapon:
Hawkeye (Rifle)
Category: Long Ranged
Wealth Level: 2
Properties: Precise
Banes: Persistent Damage, Slowed
Precise - This weapon can be used to make attacks with the Agility attribute and invoke banes accessible via Agility.
Persistent Damage - Whether by setting the target ablaze, covering them in acid, slicing an artery, or cursing them with a wasting disease, you inflict your foe with a lasting and recurring source of damage. Persistent damage is a favorite among assassins, mad scientists, and elementalists.
Slowed - The target's movement is impaired, either by extreme cold, prolonged heat, poison, or injury to one or both legs. This bane is a favored attack among rogues, ice mages, telekinetisists, and gunslingers.
Wealth Level: 2
Properties: Precise
Banes: Persistent Damage, Slowed
Precise - This weapon can be used to make attacks with the Agility attribute and invoke banes accessible via Agility.
Persistent Damage - Whether by setting the target ablaze, covering them in acid, slicing an artery, or cursing them with a wasting disease, you inflict your foe with a lasting and recurring source of damage. Persistent damage is a favorite among assassins, mad scientists, and elementalists.
Slowed - The target's movement is impaired, either by extreme cold, prolonged heat, poison, or injury to one or both legs. This bane is a favored attack among rogues, ice mages, telekinetisists, and gunslingers.
Inventory:
Backpack
Dust Munitions
Scroll
Travelling Supplies
Dust Munitions
Scroll
Travelling Supplies
Semblance:
From Patience, Power - Depending on who you ask, Cerry's semblance is either bad luck, or a welcomed boon. At the start of the battle, Cerry is generally weaker than most on the battlefield, leaving her at a disadvantage in combat. However, if the battle is prolonged, Cerry grows in ability, giving her a straighter aim, a faster trigger finger, and so on and so forth.
Feats:
Battle Trance - You can enter a heightened mental state of combat readiness, in which your body is strengthened and your mind transcends fear and pain. Examples include a raging barbarian or an unstoppable samurai with laser focus in the heat of battle.
May enter a battle trance as a free action per turn. Gives advantage 1 on all attacks, increases toughness and resolve defenses by 3, and increases total armor bonus to 3 (provided if the bonus is less than 3). If three turns pass without an attack made, the battle trance automatically ends. When it ends, 1 level of the fatigue bane is applied.
Lethal Strike I - Like a highly trained sniper, a ninja of legend, or a feinting melee dervish, you can devastate your foes with an expertly placed attack when you catch them off guard.
Attacks give advantage 1 and deal up to five lethal damage as long as one of the requirements are met:
May enter a battle trance as a free action per turn. Gives advantage 1 on all attacks, increases toughness and resolve defenses by 3, and increases total armor bonus to 3 (provided if the bonus is less than 3). If three turns pass without an attack made, the battle trance automatically ends. When it ends, 1 level of the fatigue bane is applied.
Lethal Strike I - Like a highly trained sniper, a ninja of legend, or a feinting melee dervish, you can devastate your foes with an expertly placed attack when you catch them off guard.
Attacks give advantage 1 and deal up to five lethal damage as long as one of the requirements are met:
- Target is caught off guard or is otherwise unaware of the attack
- Target is within melee attack range of an ally