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Chapter 16.5 - Ross's Character Sheet

Chapter 16.5 - Ross's Character Sheet

[Character Sheet

Name: Ross Olsen

Prime Trait: Shock Absorber

Trait Rarity: ???

Trait Status: Passive, Active, Offense, Defense, Utility, Support, Regen

ERROR: Ability claims all Statuses. Will appear as though it has no Status to others.

ADVANCEMENTS

Advancement 1: You gain the ability to obtain Absorption, an alternate energy source. When attacked, you will gain an amount of Absorption equal to the damage taken by any physical source. You have no maximum Absorption value. You may use any amount of Absorption to add an equal amount of Kinetic Damage equal to the amount of Absorption used.

Advancement 2: You have gained the Subtrait: Immovable Object.

Advancement 3: You have gained the Subtrait: Take and Give.

Advancement 4 *NEW*: You have gained the Subtrait: Pain Tolerance.

Advancement 5: ??? {63.78%}

Advancement 6: ??? {6.38%}

Advancement 7: ??? {3%}

Advancement 8: ??? {24%}

Advancement 9: ??? {0%}

Advancement 10: ??? {0%}

SUBTRAITS

Immovable Object

You cannot be brought below 1 Health by a single attack of any kind. You are immune to Knockback effects.

*NEW* Pain Tolerance

Attacks that hit you hurt significantly less.

Take and Give

Effects using your Absorption Points will have double the effect when used on the most recent enemy to damage you.

Requirements for [1st] Mutation:

* Reach Advancement 10 (3/10)

* 100,000 EXP (100,000/100,000)

* Complete 10 Dungeons (0/10)

Titles *NEW*

* Giant

Undergo a Giant-based Racial Evolution.

Effects: None

* Heretic

Select a path for your Race, Class or otherwise that is considered heretical.

Effects: Gods will be less likely to aid you in times of need. You cannot level up Cleric, Paladin, Priest or Zealot classes.

* Primordial

Select a path for your Race, Class or otherwise that relates to primordial forces.

Effects: Resistant to damage caused by magical backlash.

* Racial Evolution

Undergo a Racial Evolution.

Effects: None

* Realmwalker

Undergo a Racial Evolution that would otherwise require you to be born in a different realm.

Effects: Resistant to nausea induced by teleportation, portals or the like.

* Titanblood

Undergo a Racial Evolution related to the Titans of old.

Effects: Resistance to damage caused by contact with raw mana.

Race: Titan Firbolg (Hecatoncheires-Kin)

Racial Trait: Solitary *NEW*

You are unable to select certain classes. You will not be able to find a teacher for a secondary class. You gain a 10% increase to all stats while in a 1 on 1 boss fight.

Racial Trait: Realm-Roamer *NEW*

You are capable of traversing through extreme or tough terrain as though it were a flat-tiled hallway.

You cannot be lost while traveling along a mapped region.

Racial Trait: Titanic Build *NEW*

You have no maximum carrying capacity. Your movement will be slowed by 0.00001% for every extra 10 Tons (20,000 lbs) you carry within your Inventory.

Racial Trait: Larger than Life *NEW*

For all intents and purposes, your body’s overall mass is far more condensed than it should be. You’re able to push, pull, lift and carry objects that should be impossible for someone of your size. Your unarmed strikes deal quintuple their normal base damage.

Racial Trait: Runemark *NEW*

You unlock the knowledge of a custom rune that is unique to your own Soul, engraved upon a stone. You are able to memorize the design of this rune, and nobody but you can replicate the design. Additionally, when using this rune as a signature, it holds the same effect as a Fae pact. Finally, you are able to use this Runemark while enchanting, spellcrafting or casting a ritual for unique effects to your own personal Runemark.

Showing this to another Firbolg will set their opinion of you to at least neutral, but cannot atone for violations of the Code or immoral actions taken upon anyone or anything while in the presence of an affected Firbolg.

Current Runemark effects: N/A

Racial Trait: Godhunter *NEW*

You ignore the resistances and immunities of deific entities. If they do not have any resistances or immunities, they become weak to damage dealt by you.

Racial Trait: Multifuel *NEW*

You are able to use any of your resources interchangeably. This might unlock new abilities for Traits.

Racial Trait: Truesight *NEW*

You are able to see through True Invisibility and lesser iterations of True Invisibility, all illusions regardless of your awareness of them, and see without light up to a distance you’d be able to normally see as though it weren’t dark.

Racial Trait: Hecatoncheires *NEW*

You are a Hecatoncheires, and are one of a precious few beings like you. Your physical stats increase 50% faster, and gods that are neutral are more likely to intervene on your behalf.

Racial Trait: Multi-Limb *NEW*

Your brain is capable of controlling multiple limbs or mental partitions as though you were doing it your entire life.

Racial Trait: Hundred-Handed I {0%} *NEW*

You’re able to summon up an extra pair of arms for each Rank in this Trait you have, up to a maximum of 49 pairs of arms. If both of your natural arms are missing, this maximum increases to 50 pairs. They function exactly the same as your normal arms, but their lengths may vary.

Current summonable additional pairs of arms: 1

Class: Cleric of Otectvurce *NEW*

Level: 0

You cannot level this Class or utilize any of its Traits.

Class: Defender (Epoch 0)

Class Trait: Advanced Endurance I {0%}

You are able to endure hits that would otherwise inflict bonus negative effects. You also gain a chance to ignore Critical Hits.

Chance of triggering for Effects: 10%

Chance of triggering for Crits: 1%

Class Trait: Advanced Armorless Defense I {0.0%}

You are capable of treating your body in common clothing as though it were chain mail armor.

Defense gained: +5

Class Trait: Health Regen VI {70.9%}

You gain a base Health Regeneration score. Your Health regenerates every 5 seconds.

Base Health Regen: +6

Class Trait: Unarmed Combat IV {11%}

You are just as capable with your bare hands as a sword or hammer.

Bonus unarmed damage: +10x your current {Full_Counter_ERROR} level.

Current Bonus Unarmed Damage: +520

Class Trait: True Protector I {0%}

When defending someone or something, you gain a bonus to your Defense. When dealt damage through your Defense, add five times your current Defense to your AP Pool.

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Defense gained while actively defending: +20

Subclass: Full Counter (EXP Points needed to Level Up to Lv. 30: 47,760)

Trainer: Everest Uvytemonturris

Prestiges

BIDE

You take half damage from Normal Attacks. You gain 2,000 Base HP. You cannot be thrown more than 5 meters. If you take 3 or more Attacks before you make an Attack of your own, your next Attack against the target that hit you last will deal X times Y bonus damage, where X is the number of Attacks you took from any enemy sources, and Y is your current {Full_Counter_ERROR}

Level.

Class Traits

Class Trait: Advanced Grazing Blow III {0%}

You can use any amount of Absorption to reduce the damage you take from an incoming attack. A percentage of the used Absorption will be applied as damage on your next Attack.

Percentage Converted to Damage on Attack: 55%

Class Trait: Advanced True Absorption I {0%}

You can see how much damage an attack will deal when thrown. The damage

can vary from the viewed amount depending on the location hit, but the initial damage can be treated as the actual damage when using your {Full_Counter_ERROR} Abilities. Any increase or decrease in the attack’s damage on impact will be appropriately scaled with the new damage total. The damage you take will be more likely to perfectly match the damage you take.

Percentage Chance to Take Exact Damage: 5%

Class Trait: Advanced Unheeding Strikes I {0%}

Your strikes, when empowered by Absorption Points, ignore armor. Damage you deal will reduce the target’s Armor by an amount based upon your Advanced Unheeding Strikes level.

Percentage of AP on Hit Taken Away from Enemy Armor: 1%

Class Trait: Advanced Overwhelming Reversal I {0%}

If your Subtrait {Immovable Object} activates, your next attack may use all of your Absorption Points. If it does, it will deal triple damage. You may choose to keep a small percentage of your current AP instead of using it all. If you do, it will only deal double damage.

Maximum keepable Percentage of AP: 1%

Class Trait: Advanced Kinetic Regeneration II {0.0%}

You may use any number of Absorption Points to regain that many Hit Points {HP}. You gain an amount of HP Regen per second equal to a percentage of your current AP.

Base HP Regen Percentage: 0.2%

Class Trait: Advanced Retaliation I {0.0%}

When empowering unarmed strikes with Absorption Points, you may choose to halve the bonus damage inflicted. If you do, the struck creature will be Stunned if their maximum HP is equal to or less than the number of used Absorption Points. If their HP is greater than the number of Absorption Points used, they lose an amount of Defense equal to the number of Absorption Points used for the remainder of this combat. The time they are stunned is significantly longer, and there is a small chance to give them a Concussion status.

Time of Stun: 5 Seconds

Concussion Status Chance: 1%

Class Trait: Full Counter VII {1.3%}

You have a chance to gain bonus Absorption Points from hits, and your Damage to Absorption Point conversion rate increases with each level of Full Counter you have.

Current Conversion Rate: 100%

Current Chance for Increased Conversion: 7%

Increased Conversion Percentage: 70%

Transformation Traits:

* Kinetic Plexus

* * * Current Rank: 0 of 50

* * * Current EXP: 1.6%

* * * Current Cost per Second: 368 AP

* * BENEFITS

* * * Allows for faster reflexes and larger percentage of muscle use without negative effects to the body. Increases Dex and Str while in use without the normal unbalanced consequences.

* * * Dexterity Increase: +50

* * * Strength Increase: +0.5% of AP as of the activation of this Trait

* * * New additional effects unlocked at Rank 5

* Debug Mode *NEW*

* * * Current Rank: 0 of 0

* * * Current EXP: 100%

* * * Current Cost per Second: 0 (N/A)

* * BENEFITS

* * * Allows certain Administrator privileges to be utilized while an Administrator authorizes it.

* -

* -

* -

* -

9,999,999,999. -

-----------------------------------------------------

*NEW* HP: 4362/4362

Stamina: N/A {Full_Counter_ERROR}

Mana: N/A {Full_Counter_ERROR}

Absorption Points: 412/∞

*NEW* Ichor: 15/15

*NEW* Base EXP Gain: 110%

Base HP Regen: +10

Base Movement Speed: +123.4%

Base Unarmed Strike Damage: +24

Specializations:

* Adventurer Lv. 50

EXP to Lv. 51: 10,790

Specialization Traits:

Novice

You are a more capable fighter than others while in combat. Your fighting instincts can carry you well against level 1-5 Monsters.

Apprentice

You’ve learned much as an adventurer. Your fighting instincts can carry you well against level 6-10 Monsters. In addition, monsters are more likely to drop loot.

Initiate

You’ve truly become a monster hunter and people protector. Your fighting instincts can carry you well against level 11-15 Monsters.

Journeyman

You're relatively experienced as an adventurer. Your fighting instincts can carry you well against level 16-20 Monsters. In addition, you cannot get lost as long as you know the location you’re approaching.

Adept

You know the rules, and so do I. Your fighting instincts can carry you well against level 21-25 Monsters. In addition, you gain twice the normal amount of meat, pelts and/or reagents while looting a monster you’ve slain.

Advanced

You’re learning that the world is a vicious one, but you're more than capable of fighting back. Your fighting instincts can carry you well against level 26-30 Monsters. In addition, you gain +10 Defense while fighting a Boss Monster.

Talented

You have a knack for the general slaughtering of all manners of creatures. Your fighting instincts can carry you well against level 31-35 Monsters. In addition, you’re able to obtain Common cores from non-Boss Monsters.

Expert

Slowly, the student becomes the master. Your fighting instincts can carry you well against level 36-40 Monsters. In addition, you’re able to obtain Uncommon cores from non-Boss Monsters and Boss monsters are able to drop Cores of up to one rarity above the Boss’s own.

* Clashing Lv. 1

EXP to LV 2: 1000

Specialization Traits:

None

* Cook Lv. 1

EXP to LV 2: 760

Specialization Traits:

None

* Hunter Lv. 6

EXP to Lv. 7: 580

Specialization Traits:

Tracker

You are able to track your prey far better than the average person. Footprints and scents come easier to you when attempting to identify them.

Waste Not, Want Not

As long as your prey isn’t wholly annihilated, you can perfectly harvest all usable regents from their body. Skinning, carving and deboning comes easier to you.

* Personal Fighting Style: {Ross_Olsen} Lv. 1

EXP to LV 2: 1000

Specialization Traits:

  None

* Improvised Weapon Fighting Lv. 3

EXP to Lv. 3: 1060

Specialization Traits:

  None

* Miner Lv. 2

EXP to Lv. 3: 1,410

Specialization Traits:

  None

* Trait Combiner Lv. 1

EXP to LV 2: 1000

Specialization Traits:

  None

Stat Points Available: 0

*NEW* Stats:

STR: 451 (2x Growth Mult.)

DEX: 451 (2x Growth Mult.)

CON: 451 (2x Growth Mult.)

INT: 203

WIS: 203

CHA: 203

LUC: 266

Inventory:

{Legendary Weapon: Kinetic Shields}

  Charge: 24/24 L, 24/24 R

(God-Like Unique Armor: Harness of the Herculean Heretic}

{Monk’s Leggings}

{Monk’s Footwraps}

{Gliding Suit Schematics}

{Unique Mythic Gear: Protism, Amulet of the Unyielding Savior}

{Blessed Legendary Armor: Cape of True Reversal (CURSED)}

Kanpodomelis Pelt x93

Shaklokan Carapace x45

Swamp Extract x3

Bottle of Water x102

Hardtack x319

Torches x1,024

Slingshot Pellets x287

Novice’s Blowgun x1

Coins:

Copper: 100,300

Silver: 10,074

Gold: 1,179

Platinum: 104

Electrum: 31

Orichalcum: 21

Cores:

Common: 0

Uncommon: 0

Rare: 4

Epic: 15

Mythical: 0

Legendary: 0

Unique: 0

Godling: 0

Transcendent: 0

Simulacrum: 0 ]